Search found 47 matches

by 1Mac
20 Apr 2019, 16:46
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 1659

Re: Understanding per-group animation support

Here's a possibility this feature seems to open up. One could use Animation Compilation as a base animation fix, then use the optional extracted kf files from Jammings Off as a patch to reduce collision issues with NPCs. In Vanilla this would involve messing with Animation Kit, but for OpenMW I'm gu...
by 1Mac
19 Apr 2019, 13:57
Forum: Feature Requests and Suggestions
Topic: path tracing,ray tracing?
Replies: 10
Views: 2328

Re: path tracing,ray tracing?

From the showcases I’ve seen, I’ve had the fear that ray-tracing will be the bloom lighting of the ‘20s: cool, but overused, with an eye toward novelty instead of taste. Imagine how shiny everything is going to be. Maybe because there aren’t any reflective materials, this showcase is actually pretty...
by 1Mac
15 Apr 2019, 03:05
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 1659

Re: Understanding per-group animation support

Cool. So what animation mods do you recommend, (besides yours, of course).
by 1Mac
15 Apr 2019, 02:02
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 1659

Understanding per-group animation support

Let me see if I've got this straight. Vanilla Morrowind animation files are like a package of animations that aren't easily separated. Liztail made a tool called Animation Kit that lets modders compile separate animations into a single animation file that vanilla players can use. But Akortonov wrote...
by 1Mac
11 Apr 2019, 19:35
Forum: Feature Requests and Suggestions
Topic: In game GMST editor
Replies: 1
Views: 536

In game GMST editor

Something like this: https://www.nexusmods.com/morrowind/mods/46428 It would allow for the basic functionality of several MWSE mods without the need for full MWSE integration, right? For example, Shut Up is just a tweak to one GMST, GreetDistanceMultiplier I’m guessing. It would also make it easier ...
by 1Mac
11 Apr 2019, 16:31
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 3109

Re: Spiky, moving shadows on vertical surfaces.

raevol's settings helped the issue tremendously! Changing split point uniform logarithmic ratio to 1 seemed to help even more, though I'm not sure. Reducing shadow map resolution to 2048 doesn't make the problem worse and is much better for performance in my case (other settings changes don't seem t...
by 1Mac
10 Apr 2019, 04:44
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 3109

Re: Spiky, moving shadows on vertical surfaces.

Okay, how's this? https://lh3.googleusercontent.com/ES-wjQkHITM1TTXzbm0fP0QHFZHhqJ1iO9Rjyf8DqjLspyep6O2X-oEBwsUJcV_ceLureZqwAhnqq0Ktqs0IgEa4NqPUOQiCr055pVAyC6ly1MN5enjxGYfVSv1RtBztKt9IboD62g=w2400 https://lh3.googleusercontent.com/F-cEfm-CPyvwq4DbxMkKfHh1Q06vksNdvSUYdFgU2U8KeLW7lgtyxtca4h4LRmfQpWzqz...
by 1Mac
09 Apr 2019, 04:14
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 3109

Re: Spiky, moving shadows on vertical surfaces.

Sadly, unless there's a fix I'm missing, I'm going to have to disable world object shadows. My screenshots might not do justice to how bad a problem it is. The shadow spikes are moving fast , and erratically. It's almost like having static on parts of the screen, the opposite of an enhancement. I've...
by 1Mac
04 Apr 2019, 19:42
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 3109

Re: Spiky, moving shadows on vertical surfaces.

The effect persists whether front face culling is enabled or not. Lowering Normal Offset Distance seems to help the problem by reducing the peaks of the spikes (the screenshots were with the " sensible " maximum of two), but it's still an issue. Setting it to 0 makes it go away almost entirely but o...