Search found 8 matches
- 04 May 2018, 06:32
- Forum: Feature Requests and Suggestions
- Topic: I don't know, is it a bug or feature request...
- Replies: 6
- Views: 5209
Re: I don't know, is it a bug or feature request...
A detail map as far as Morrowind is concerned is just a texture with some dark bits and the dark bits make the object darker by multiplying the base colour by the texture value (exactly the same as the dark map). Even now things are not so sad: it definitely support not only value but and colour to...
- 03 May 2018, 18:41
- Forum: Feature Requests and Suggestions
- Topic: I don't know, is it a bug or feature request...
- Replies: 6
- Views: 5209
I don't know, is it a bug or feature request...
but I've just noticed, that normal maps doesn't work for detail maps. It's strange, because they should. At least they work for them in another engines. For example, in Unreal Engine https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/HowTo/DetailTexturing . It' would be nice to add detai...
- 11 Apr 2017, 08:11
- Forum: Content Development
- Topic: Some problems with save file on the new version of mod
- Replies: 2
- Views: 3076
Re: Some problems with save file on the new version of mod
Dunno for sure, but the bugs from EE may have caused these issues Sorry, but how can it explain the fact, that the bugs exist only in save files with old version of the mod? Yes, when I turn off plugin in launcher, save, then turn on it again the bugs eliminates too (but with all my stuff in contai...
- 10 Apr 2017, 22:14
- Forum: Content Development
- Topic: Some problems with save file on the new version of mod
- Replies: 2
- Views: 3076
Some problems with save file on the new version of mod
Hi! Some time ago I made a player home in Balmora for my current char. On this weekend I decided to add a cellar, made new cell for it and add a trap-door in the old cell. But when I launched Morrowind, I noticed, that one of scripted activators in the old cell disappeared. I've checked the activato...
- 26 Mar 2017, 09:44
- Forum: Feature Requests and Suggestions
- Topic: Map Options
- Replies: 19
- Views: 11514
Re: Map Options
Yes, as I remember, map menu is enabled by the script on the barrel with Fargoth's ring, but it would be nice to disable map for custom locations, for example. Or disable inventory menu in combat. So I repeat my request
- 26 Mar 2017, 06:44
- Forum: Feature Requests and Suggestions
- Topic: Map Options
- Replies: 19
- Views: 11514
Re: Map Options
There is no such command:DestinedToDie wrote:You could just open up the console and type:
DisableMapMenu
So, I request these functions too
DisableMagicMenu / GetMagicMenuDisabled
DisableInventoryMenu / GetInventoryMenuDisabled
DisableStatsMenu / GetStatsMenuDisabled
- 17 Feb 2017, 19:03
- Forum: General
- Topic: PBR - Physics Based Rendering
- Replies: 28
- Views: 18206
Re: PBR - Physics Based Rendering
It has many limitations. Any render model has own limitations. Also, I would like to remind you, that PBR isn't a render system. It's a set of ideas. And each render engine has own way to implement those ideas. And those possibilities, which were made in MGE XE-PBR already can be made with current ...
- 17 Feb 2017, 17:02
- Forum: General
- Topic: PBR - Physics Based Rendering
- Replies: 28
- Views: 18206
Re: PBR - Physics Based Rendering
PBR doesn't give so much new possibilities for 3D-artists. Also, old reflection/glossiness pipeline is much more easy to work with. I think, current OpenMW render is pretty nice, for example:
P.S.The only feature I would like to see is subsurface scattering maps.
P.S.The only feature I would like to see is subsurface scattering maps.