Search found 321 matches

by Ravenwing
22 Feb 2019, 06:32
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 14455

Re: Followers of shadows, the day has come!

Yes, and I believe we're trying to figure out why our official documentation hasn't been updating automatically as well. For everyone's reference, please note that all settings will always be presented in the settings-default.cfg in your OpenMW install directory. Just PLEASE DO NOT CHANGE THEM THERE...
by Ravenwing
21 Feb 2019, 22:17
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 14455

Re: Followers of shadows, the day has come!

Shadows will be part of 0.46 now that they have been merged. You can see the complete change log for 0.45 here . In terms of destroying your install, unless something has happened that I don't know about, saves and modlists should generally be forward compatible, but not necessarily backward compati...
by Ravenwing
13 Feb 2019, 21:59
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 914

Re: Texturing Concepts

Thank you all for the clarifications! They are extremely helpful. I was going to respond to each thing but takes too long, so I'll try and limit what I'm asking for clarification on. 3. I don't know this one. It might be something like a one Morrowind unit range or it might not. If anyone knows or c...
by Ravenwing
10 Feb 2019, 07:02
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 914

Texturing Concepts

Hey all, based on some conversations I've been having on Discord, wanted to make sure I understood some of the basic concepts to make sure we're all on the same page. Thought it would be easier here so there's a record that other people (and me when I forget) can look up. Why? I've been trying to te...
by Ravenwing
10 Feb 2019, 05:35
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 2031

Re: Procedural grass

This is what I mean should be possible to implement now that terrain textures are blended additively. Hooray! Seems like this would be useful in other situations as well. Realized that Akortunov's window lighting is in a separate branch and not a PR so I won't be able to test it with an artifact. C...
by Ravenwing
08 Feb 2019, 17:01
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 2031

Re: Procedural grass

The current way that terrain rendering works (additive blending over a black base) should make this possible to implement for terrain. Interesting, never knew that's how it worked. What I meant to ask was is there a way of fading out one texture and fading in another in it's place (maybe that's wha...
by Ravenwing
07 Feb 2019, 05:07
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 2031

Re: Procedural grass

Oh that’s absolutely how I expect it would be done. Extra geometry sounds like too much work, especially when puddles could work so easily in textures. Perhaps this would be a switch like light up windows, but instead of time of day, use weather. For that matter we could implement snow in much the s...
by Ravenwing
05 Feb 2019, 02:56
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 2031

Re: Procedural grass

Apparently that is basically how it would be done: viewtopic.php?f=6&t=5049&p=54084#p54084

My questions about using a color map to procedurally modify the color still stands though, as well as using a map for weather related things like rain puddles.
by Ravenwing
04 Feb 2019, 22:06
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 2031

Procedural grass

So I've been thinking about this since noticing the grass in Red Dead Redemption 2. It struck me because of how natural it looked as the grass near roads gradually got longer and denser the further from the road you got. Is there a typical technique games use for this? It would be great when we even...
by Ravenwing
01 Feb 2019, 17:00
Forum: Feature Requests and Suggestions
Topic: Better handling of mod conflicts and mod merging
Replies: 8
Views: 1191

Re: Better handling of mod conflicts and mod merging

Hmm, I haven't entirely thought all of this through, but it seems like the additive/subtractive/multiplicative system only partially solves the problem and creates new ones. I suppose it avoids catastrophic conflicts where things are completely overwritten, but it introduces lots of probably uninten...