Search found 136 matches

by Mistahtokyo
12 Mar 2019, 21:17
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 32967

Re: Followers of shadows, the day has come!

Fairly big - usually each cluster of grass is its own drawable, and the number of drawables is directly correlated with the number of draw calls, and we already do far more draw calls than we'd like. I don't suppose the clusters could be combined into one larger mesh? Though at that point it'd be b...
by Mistahtokyo
12 Mar 2019, 16:26
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 416
Views: 158522

Re: Elder-scrolls IV Oblivion

AnyOldName3 wrote:
12 Mar 2019, 15:30
Here's a link to the server. Grab it while it's hot, as it expires in 24 hours because that's how Discord works. https://discord.gg/AmNMVF
You know you can set the expiration time to unlimited and the link will essentially last forever, right?
by Mistahtokyo
12 Mar 2019, 16:25
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 32967

Re: Followers of shadows, the day has come!

How big of an fps hit are grass mods, currently?
by Mistahtokyo
10 Mar 2019, 06:08
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 108618

Re: OpenMW 0.45.0

Imo it's actually better to stagger the main release and the video release. Have the main one out so there's one spike in interest, then a recap video on the update to rekindle interest for anyone who missed the main release.
by Mistahtokyo
07 Mar 2019, 17:57
Forum: Off Topic
Topic: Modded OpenMW: Total Overhaul Screens (29 Images)
Replies: 10
Views: 3667

Re: Modded OpenMW: Total Overhaul Screens (29 Images)

I imagine the issue is that there aren't simply normals in there, it's the mix of normals maps and normal+height maps that messed things up. I tried just using the normal maps, then splicing the textures and normals from Arkitektora to fill the rest. Obviously did not match well, but there weren't a...
by Mistahtokyo
06 Mar 2019, 19:28
Forum: Mod Compatibility
Topic: Loading different Texture, Mesh, Font mods with different profiles without conflicts
Replies: 4
Views: 1995

Re: Loading different Texture, Mesh, Font mods with different profiles without conflicts

For the manual folks out there, I just keep different copies of the config, one for each loadout I want.
by Mistahtokyo
06 Mar 2019, 19:22
Forum: Off Topic
Topic: Modded OpenMW: Total Overhaul Screens (29 Images)
Replies: 10
Views: 3667

Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Project Atlas works without issue and you can (I do) use Lysol's textures with the atlased meshes. Just run the batch file on his textures to generate the atlased one. Do not try to run the bat file on the normal maps, however, as they have some issues.
by Mistahtokyo
06 Mar 2019, 19:12
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 10397

Re: Unlimited Light Sources with Clustered Forward Shading

Hmm it would be doable, but would likely have to be entirely manual as far as placement goes since I don't think one could automate guessing where multiple blended meshes would end up to align as a new one, no?
by Mistahtokyo
06 Mar 2019, 18:58
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 10397

Re: Unlimited Light Sources with Clustered Forward Shading

Ignorant user here. How much of these draw call performance issues could be fixed by changing the assets themselves? As in merging smaller meshes into single, larger ones (one house model or fewer, larger sections, etc) vs having the current various smaller meshes?
by Mistahtokyo
03 Mar 2019, 14:52
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 4997

Re: Odd/Incorrect Lighting on Meshes

I don't suppose there is any sort of temporary workaround for this? Sadly it's one of those things that once you see it, you cannot unsee it.