Search found 9 matches
- 07 May 2022, 22:04
- Forum: Support
- Topic: OMWLLF path grid
- Replies: 2
- Views: 988
Re: OMWLLF path grid
No, it's great as it is. I was just trying to figure if one could load a patch with modified path grid after a mod, and then merge leveled lists without messing up path grid.
- 25 Apr 2022, 17:20
- Forum: Support
- Topic: Stormrider mod not working
- Replies: 0
- Views: 766
Stormrider mod not working
Stormrider - sailing ship mod (OpenMW rework) isn't working in the latest nightlies. It was last functional in 0.47. Running is not activating ship movement any more.
Also, Animated Morrowind - OpenMW patch fixed sitting npcs' position in 0.47, but not any more.
(Running OpenMW on Win10).
Also, Animated Morrowind - OpenMW patch fixed sitting npcs' position in 0.47, but not any more.
(Running OpenMW on Win10).
- 25 Apr 2022, 16:57
- Forum: Support
- Topic: OMWLLF path grid
- Replies: 2
- Views: 988
OMWLLF path grid
Will OMWLLF merge path grid records? I guess it shouldn't be the case, but it's always better to ask.
Also, is there a hotkey to delete path grid node in OpenMW CS? When doing it directly from the table, it seems to mess up connections between other nodes.
Also, is there a hotkey to delete path grid node in OpenMW CS? When doing it directly from the table, it seems to mess up connections between other nodes.
- 23 Sep 2021, 20:31
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 3030
Re: Trees with Per-pixel lighting
Exporting the same foliage texture in DX1 vs DX5 in Gimp gives different results in OpenMW (since DX5 should have alpha channel?) It's DX5 on screenshots, with some surfaces too bright, and others too dark. DX1 looks better and closer to original, just a bit darker. I was using Vurt's Ascadian Isles...
- 28 Mar 2021, 18:08
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 3030
Re: Trees with Per-pixel lighting
Thanks for your help everyone. Yeah, enabling Clamp lighting instead of PPL makes the difference less noticable, but trees look darker. After all, the assets were made long time ago for old lighting system. Disabling Skies IV and True Light and Darkness had no effect. I'll try to adjust the textures...
- 28 Mar 2021, 11:42
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 3030
Re: Trees with Per-pixel lighting
Vanilla ones. But I've installed Skies IV and True Light and Darkness. Both these mods require to copy-paste some lighting settings in openmw.cfg. I've tried to completely remove cfg files, but the look of the trees was generally the same. Here's my openmw.cfg and settings.cfg: https://pastebin.com/...
- 27 Mar 2021, 21:34
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 3030
Re: Trees with Per-pixel lighting
Here's another example. First pic is Vurt's old screen from his mod Mournhold Trees. Second one is how it looks in OpenMW. Lighting on foliage surfaces looks really different. Is there a way to make it less noticable? I can upload .ini/cfg files if needed. (It looks okayish most of the time, but in ...
- 27 Mar 2021, 00:48
- Forum: Support
- Topic: setting at third person over the shoulder in combat mode
- Replies: 4
- Views: 3680
Re: setting at third person over the shoulder in combat mode
I second that. Atm camera switches when you enter/exit combat mode, and that's annoying.
- 26 Mar 2021, 20:24
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 3030
Trees with Per-pixel lighting
Hey, I'm running OpenMW on Windows, with Per-pixel lighting On. Here's how trees look like, some parts of the foliage are too bright, others too dark. Should they look like this? Turning PPL off isn't helping much.