Search found 40 matches
- 17 May 2016, 14:51
- Forum: Example-Suite
- Topic: Issue #3185 - finding a suitable NPC model
- Replies: 39
- Views: 48252
Re: Issue #3185 - finding a suitable NPC model
Any news on this ? Yes, and no. The news is that there is no news but will be news soon. My main computing machine took a turn for the worse (I think the old bucket of circuits got a bit too toasty a few too many times), so I haven't been able to make any progress on the model or rig lately. I just...
- 17 May 2016, 14:41
- Forum: General
- Topic: Benchmarks / Hardware Specs
- Replies: 105
- Views: 128869
Re: Benchmarks
Hard to understand why my stats seem so much lower than Grey Fox'. The only mod I have is magic diversity. Turning the water shader off gives me another ~5 FPS and reduces GPU to about 27. Do you have other operating systems installations for comparison? I don't think its that, but you never know. ...
- 17 May 2016, 14:35
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 176239
Re: Lysol's normal mapped texture packs
I think leather makes sense, since the Dunmer are using a lot of organic animal materials in general. The tapestry is probably more expensive and reserved for temples and rich houses, and most importantly indoors. You wouldn't want to put some work intensive tapestry out in the rain and ash storms. ...
- 07 May 2016, 12:20
- Forum: General
- Topic: Could we have some mod compilations?
- Replies: 17
- Views: 11075
Re: Could we have some mod compilations?
Care to explain? Does OpenMW handle the enviroment maps differently than vanilla? It actually handles them like vanilla. But many people use one of the options in Morrowind Code Patch to change the behavior of environment maps for bump mapping to work, since the vanilla engine only applies bump map...
- 06 May 2016, 11:42
- Forum: General
- Topic: Could we have some mod compilations?
- Replies: 17
- Views: 11075
Re: Could we have some mod compilations?
I am replacing shiny environment maps in my own installation. I could upload changes I made as a "MGSO - openmw fix" mod for example. The things is it takes time till I discover all the fake bump maps since there doesn't seem to be a naming convention for them.
- 05 May 2016, 22:07
- Forum: Example-Suite
- Topic: Issue #3185 - finding a suitable NPC model
- Replies: 39
- Views: 48252
Re: Issue #3185 - finding a suitable NPC model
Any news on this ?
- 04 May 2016, 16:44
- Forum: General
- Topic: Is openmw compatible with MGSO
- Replies: 19
- Views: 12157
Re: Is openmw compatible with MGSO
Was any one able to run the MGSO installer options with Wine on Linux? I could get the extractor to work, but I suspect it installs the most performence friendly version by default.
- 04 May 2016, 15:12
- Forum: General
- Topic: OpenMW Demo suggestion.
- Replies: 16
- Views: 9440
Re: OpenMW Demo suggestion.
Looking at the commercial GoT games available, it seems that there are no first person open world ones. Maybe if a serious company asks for a license from Martin Fellas and picks OpenMW engine as base, it might just happen. As I said before in this thread, B seriously considered it. And the engine ...
- 04 May 2016, 12:11
- Forum: General
- Topic: Talky Morrowind
- Replies: 23
- Views: 21653
Re: Talky Morrowind
The thing is with adding voice acting is that you're adding another layer of complications to it. When you mod for Morrowind, you only need to write. When you're adding voice acting, you need to write, find good VAs, and coach them. It takes a lot more time and energy, and the chance of failure is ...
- 04 May 2016, 12:07
- Forum: General
- Topic: Morrowind confessions
- Replies: 59
- Views: 29380
Re: Morrowind confessions
I have to admit confess, I like the direction they're taking the rules. Mostly. The reduced skill set – this is very much acceptable to me. Having low Atheltics in Morrowind is mainly an annoyance and doesn't really add that much in my eyes. But having Acrobatics, Medium Armor and Unarmored back wo...