Search found 1445 matches

by AnyOldName3
24 Sep 2019, 01:53
Forum: General
Topic: Asset Replacement Reboot
Replies: 5
Views: 216

Re: Asset Replacement Reboot

Worst-case scenario, we could just chuck it all in a git repo or cloud storage thing and have absolutely no management at all. If we're not yet at the point where two people are considering working on the same mesh, a system to manage that isn't necessary yet, even if it would be nice to have.
by AnyOldName3
23 Sep 2019, 01:41
Forum: General
Topic: Asset Replacement Reboot
Replies: 5
Views: 216

Re: Asset Replacement Reboot

One thing I'd like if we were doing a MOAR reboot would be to make sure that all new assets have a PBR material set up, otherwise we're going to have to start again in a few years. At this stage, we're not settled on what parameters we're going to eventually support, but for the most part, any sensi...
by AnyOldName3
23 Sep 2019, 01:27
Forum: General
Topic: -TESTERS NEEDED- for OpenCS Terrain Editing
Replies: 3
Views: 128

Re: -TESTERS NEEDED- for OpenCS Terrain Editing

Remember that if you're on Windows you can use the AppVeyor artefacts produced for a PR or MR.
by AnyOldName3
21 Sep 2019, 01:25
Forum: General
Topic: Can OpenMW make NPCs activate doors that load to other cell?
Replies: 5
Views: 381

Re: Can OpenMW make NPCs activate doors that load to other cell?

I've asked someone who knows, and the later games just set the position and rotation directly on the actor, and then adds the actor to the cell's reference list. I don't imagine that this would be hard to replicate at all if we weren't trying to be Morrowind right now.
by AnyOldName3
21 Sep 2019, 00:23
Forum: General
Topic: Can OpenMW make NPCs activate doors that load to other cell?
Replies: 5
Views: 381

Re: Can OpenMW make NPCs activate doors that load to other cell?

Preloading just means the cell's data is in memory instead of on-disk. It doesn't mean we're actually processing anything about the cell. There are a few ways Skyrim might work. For example, it could just have a collection of actors that are waiting to be placed in each cell next time it's visited, ...
by AnyOldName3
20 Sep 2019, 12:22
Forum: Mod Compatibility
Topic: Issues with Magical Trinkets of Tamriel
Replies: 10
Views: 973

Re: Issues with Magical Trinkets of Tamriel

So how are the dead people in this mod talking in vanilla?
by AnyOldName3
17 Sep 2019, 22:07
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 11
Views: 746

Re: PBR in OpenMW on reddit

I'm not really worried about PBR assets intended for MGE XE looking wrong in OpenMW. If it's PBR, it'll have the right data to be convertible, and if we don't natively support it, an automatic converter can be made. There are at least two automatic fake-bumpmap-to-normal-map tools floating around, e...
by AnyOldName3
13 Sep 2019, 17:47
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 11
Views: 746

Re: PBR in OpenMW on reddit

Also, if we ever resuscitate the MOAR project, we can make PBR-friendly materials a requirement for everything submitted to that.
by AnyOldName3
13 Sep 2019, 17:46
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 11
Views: 746

Re: PBR in OpenMW on reddit

MGE XE has a PBR prototype, and a few things have been made for it. Once that settles down, it becomes more viable to start making similar changes in OpenMW.
by AnyOldName3
13 Sep 2019, 14:24
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 11
Views: 746

Re: PBR in OpenMW on reddit

There's nothing in OSG that stops it from being PBR-friendly as-is. Things like osg::Material with capture fixed-function state obviously aren't going to work, but there's no fixed-function state for PBR anyway, so it's not like modifying it would get you anywhere. It'd just be a case of OpenMW sett...