Search found 511 matches

by cc9cii
11 Jun 2020, 02:49
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

I'm using Ogre v1.10.11 Changeset: 12356 (e73af6d1c819) CI: enable parallel building

It's been a while since I updated Ogre but I remember that some of the later changes broke things, so it's probably best to stick to a known working version.
by cc9cii
10 Jun 2020, 01:01
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

So I had a chat with psi29a regarding NIF code. I'm assured that Zini is ok with adding new NIF support to OpenMW, so I will be pushing my experimental branch to github once I get to a wifi access point. Look for "old-ogre". I had never intended this branch to be public so it has some stuff that I'm...
by cc9cii
06 Jun 2020, 00:21
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

Oblivion/FO3/FONV/Skyrim also has a way of indicating which cells have distant statics. From my notes/log: Game | BSA | Folder | filename ---------|-------------------|-------------|-------------- Oblivion | Oblivion - Meshes | distantlod | .cmp FO3/FONV | Fallout - Misc | lodsettings | .dlodsettin...
by cc9cii
05 Jun 2020, 22:56
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

I was using the ".lod" files (which contain object references but without object id, so they're like spawned objects). If the object has a low-poly version (i.e. _far.nif) that is used, and no collision shapes are created. If I remember correctly the low-poly mesh also specify low-poly textures. (j...
by cc9cii
03 Jun 2020, 23:20
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

Just noticed some discussion about script and active cells, etc. What I do is to maintain separate CellStore lists in MWWorld::Scene - active cells where everything is loaded and another where only the visible meshes (hopefully low-poly) are loaded without collision shapes. In fact I also keep yet a...
by cc9cii
03 Jun 2020, 22:51
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

@cc9cii - Amazing work with your latest youtube videos. Regarding the Landscape LOD performance, https://www.youtube.com/watch?v=gdcRzohlOaI&t, I have a few questions: 1. Are you using the pre-generated landscape meshes/textures (\Oblivion\Data\Meshes\Landscape\LOD\*.nif and \Oblivion\Data\Textures...
by cc9cii
28 May 2020, 05:24
Forum: General
Topic: gaming on android taken to the next level
Replies: 3
Views: 827

Re: gaming on android taken to the next level

I like the enthusiasm! I do hope you're a patient man, though.
by cc9cii
11 May 2020, 01:25
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

ponyrider0 wrote:
11 May 2020, 00:12
PGRR subrecords are the links between nodes in the same cell/pathgrid.
Hi, I meant PGRR subrecords in ROAD records. They don't look the same to me. With regards to pathgrid implementation I believe OpenMW had it done many years ago so I don't think there'll be too many surprises.
by cc9cii
10 May 2020, 22:03
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

Hi, thanks for the links. Yes, I guess the posts help in the sense that they confirm what I was suspecting - that is, there has to be a hierarchy of pathfinding (I guess there really isn't any other way?) i.e. at a high level, path finding between cells and at a lower level pathgrid points within a ...
by cc9cii
10 May 2020, 11:37
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 408
Views: 150536

Re: Elder-scrolls IV Oblivion

I just got around to watching your youtube videos for this year. Looking very nice! Did you figure out the parameters for the FGTS? I have not had time to confirm it yet, but I believe there are fifty [4 byte] values (32bit float?) corresponding to the 50 images contained within an EGT file. Accord...