Search found 109 matches
- 22 Aug 2017, 16:13
- Forum: Support
- Topic: Newb here. Is this the correct place to ask for some help setting up a fog shader?
- Replies: 10
- Views: 5300
Re: Newb here. Is this the correct place to ask for some help setting up a fog shader?
I've posted the zip file to the original thread for this shader. Directions are in my post.
- 22 Aug 2017, 16:12
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 128259
Re: [patch] new fog shader
As requested by coolgun in https://forum.openmw.org/viewtopic.php?f=8&t=4574, I'm uploading a new patchless zip file for the OSG version of this fog shader. Compatible with 0.41.0 and up. Keep in mind that this is NOT visvaldis's inDev version, but the same version that he posted in https://foru...
- 22 Aug 2017, 15:48
- Forum: Support
- Topic: Newb here. Is this the correct place to ask for some help setting up a fog shader?
- Replies: 10
- Views: 5300
Re: Newb here. Is this the correct place to ask for some help setting up a fog shader?
Both of the files you mentioned are the old versions for OpenMW 0.36, from before the graphical system change from OGRE to OSG. They use the old shiny material system, and will not work. The OSG patches are much later in the thread. When I get home this evening, I'll pull out the relavant files, and...
- 22 Aug 2017, 15:30
- Forum: Support
- Topic: Newb here. Is this the correct place to ask for some help setting up a fog shader?
- Replies: 10
- Views: 5300
Re: Newb here. Is this the correct place to ask for some help setting up a fog shader?
From my update to Visvaldis's OSG version patch, the water.cpp changes have been merged, so you should be able to just apply the patch mostly as is in your resources directory. However, I've not tried that.
- 16 Aug 2017, 19:20
- Forum: Support
- Topic: Is it Possible to Make Water More Murky?
- Replies: 21
- Views: 16553
Re: Is it Possible to Make Water More Murky?
Visvaldis, your work always impresses. When can you commit this (and your fog shaders) to the code base so people can start experiencing it? How close do you think you are to that point?
- 07 Aug 2017, 22:17
- Forum: General
- Topic: OpenMW performance vs Vanilla+MCP - are there any benchmarks/comparisons?
- Replies: 24
- Views: 24915
Re: OpenMW performance vs Vanilla+MCP - are there any benchmarks/comparisons?
What's to stop the OpenMW engine from implementing this, and taking say the lowest listed BSA as priority, as it does with data folders?
- 25 Jul 2017, 16:57
- Forum: General
- Topic: Ogre Build
- Replies: 3
- Views: 2191
Re: Ogre Build
OpenMW v0.36.1 was the last released OGRE3D release of OpenMW.
- 23 Jul 2017, 05:38
- Forum: Off Topic
- Topic: Call of Red Mountain - what?
- Replies: 4
- Views: 5078
Re: Call of Red Mountain - what?
I actually got a chance to play with this tonight. What is there is an impressive start, but no where near as complete as OpenMW. Bravo to the dev for getting this far though. The Good: It runs. It loads Morrowind.esm and renders cells. Teleport doors work. Some scripts seem to run alright. NPCs ren...
- 21 Jul 2017, 18:55
- Forum: Off Topic
- Topic: New working Android port (with links)
- Replies: 3
- Views: 3165
Re: New working Android port (with links)
Though, it's worthwhile to note that the linked video is the same from the last round of conversation about this project about six months ago. Also, the OP's tone in several other threads which were necrotised just to insult OpenMW needs to be stopped. Dude, Sandstranger is not a 'coward', OpenMW is...
- 28 Jun 2017, 18:55
- Forum: Feature Requests and Suggestions
- Topic: Distant Weather
- Replies: 4
- Views: 3450
Re: Distant Weather
One issue I can see with distant weather, as awesome a feature as that would be... Is that it might require a little bit of a rework of the weather system, to allow for a weather front to travel from region to region over time, instead of the very random way weather is handled now.