Search found 125 matches

by Mistahtokyo
30 Sep 2019, 18:44
Forum: General
Topic: Asset Replacement Reboot
Replies: 25
Views: 1442

Re: Asset Replacement Reboot

Yeah, though there's no PBR stuff for NIF either, at least not on OpenMW. There are some OSG PBR implementations from what I have looked at online, though it's not likely simple to take and add here. I mention that format since I assume the performance/load times might be better with it, but I would...
by Mistahtokyo
30 Sep 2019, 02:25
Forum: General
Topic: Asset Replacement Reboot
Replies: 25
Views: 1442

Re: Asset Replacement Reboot

For statics it might be better to use the Native Mesh Format (OSGT). According to the wiki, the available texture types are: diffuseMap: base texture normalMap: normal map, as described earlier normalHeightMap: same as normal map, but including height information in alpha channel to be used for para...
by Mistahtokyo
28 Sep 2019, 15:47
Forum: General
Topic: Asset Replacement Reboot
Replies: 25
Views: 1442

Re: Asset Replacement Reboot

That being said, I think it might be prudent to try out a single area, Balmora for example, and completely redo all the assets there to make sure our workflow is reasonable and efficient before moving on to everywhere else. Selecting a region/city and replacing the assets that apply to it first see...
by Mistahtokyo
27 Sep 2019, 16:53
Forum: General
Topic: Asset Replacement Reboot
Replies: 25
Views: 1442

Re: Asset Replacement Reboot

There's plenty of artists who have made great models and textures for their team that are still active. Being able to use all of the assets would be nice in some ideal scenario, but even a small percentage of assets that need not be redone is a step forward. I do recall one or two mentioning that th...
by Mistahtokyo
26 Sep 2019, 16:02
Forum: General
Topic: Asset Replacement Reboot
Replies: 25
Views: 1442

Re: Asset Replacement Reboot

A total lack of structure would not be good, nor a free-for-all grab since, while the total mesh/texture count is high, there are generally popular/common meshes and textures that are more likely to see work than others. In that case, it's good to establish some idea of what's being worked on. At th...
by Mistahtokyo
21 Sep 2019, 00:03
Forum: General
Topic: Can OpenMW make NPCs activate doors that load to other cell?
Replies: 5
Views: 654

Re: Can OpenMW make NPCs activate doors that load to other cell?

akortunov wrote:
20 Sep 2019, 04:31
NPC's can not use teleporting doors, as in Morrowind. An attempt to teleport actor to non-active cell during AI update leads to undefined behaviour.
Doesn't OpenMW preload adjacent cells? And how do games like Skyrim handle it, out of curiosity?
by Mistahtokyo
13 Sep 2019, 16:59
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 11
Views: 1155

Re: PBR in OpenMW on reddit

I mean that first point is irrelevant imo. If asset limitations prevent engine limitations, which in turn prevent modern assets, then you'll be sticking OpenMW into a stuck chicken and egg situation. At some point to get the looks people just have to dive in and deal with visual oddities while the a...
by Mistahtokyo
13 Mar 2019, 04:59
Forum: General Development
Topic: Config/Launcher discussion (or: One guy wants some things)
Replies: 21
Views: 4965

Re: Config/Launcher discussion (or: One guy wants some things)

I agree with Jemolk. At this point the only real thing I could see myself using is a GUI drag and drop + click to activate system to automatically fill the config, but even then filling the config manually is so simple and allows such control of what's installed that I don't really see a manager as ...
by Mistahtokyo
13 Mar 2019, 04:51
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 18484

Re: Followers of shadows, the day has come!

Even if the batch file works, some replacers' (Lysol's) normal maps cannot be converted by simply using the batch file. Since there are some height maps mixed in you end up with odd errors. What I do is use Atlas for everything except what is covered by Lysol's replacers. Most other things already h...
by Mistahtokyo
12 Mar 2019, 21:17
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 18484

Re: Followers of shadows, the day has come!

Fairly big - usually each cluster of grass is its own drawable, and the number of drawables is directly correlated with the number of draw calls, and we already do far more draw calls than we'd like. I don't suppose the clusters could be combined into one larger mesh? Though at that point it'd be b...