Search found 131 matches

by unelsson
03 Apr 2019, 20:45
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Re: Procedural generation based on land terrain texture grid

Could this be used to generate the landmass for the rest of Tamriel that is not yet covered by TR / PT ? This doesn't generate landmass, just places object instances. I haven't given much thought for procedural land shape generation or textures generation. Having also land shape and texture map gen...
by unelsson
30 Mar 2019, 23:41
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Re: Procedural generation based on land terrain texture grid

Okay, it's been really fun to play with this and try things out... Few further development ideas came to mind though: - XY-rotation and objects leaning towards slopes, natural objects should probably rotate from the base instead of object center. I wonder if in some cases current behavior is wanted...
by unelsson
29 Mar 2019, 13:27
Forum: Support
Topic: [Solved] Changing the damage formula?
Replies: 3
Views: 532

Re: Changing the damage formula?

Looks like it's hardcoded in the engine, so AFAIK currently the only way is to clone/fork the code, change it, make a custom build. Something related to these: https://github.com/OpenMW/openmw/blob/master/apps/openmw/mwmechanics/combat.cpp https://github.com/OpenMW/openmw/blob/master/apps/openmw/mww...
by unelsson
29 Mar 2019, 13:07
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Re: Procedural generation based on land terrain texture grid

Okay, it's been really fun to play with this and try things out... Few further development ideas came to mind though: - XY-rotation and objects leaning towards slopes, natural objects should probably rotate from the base instead of object center. I wonder if in some cases current behavior is wanted,...
by unelsson
29 Mar 2019, 11:26
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Re: Procedural generation based on land terrain texture grid

Should probably have some kind of resource file that determines how/where/in what way the "detail objects" spawn, so you can configure them individually. I added now this feature, so all details can be saved and loaded from a file. Saving is still fixed to a file called procgendata.txt, but loading...
by unelsson
28 Mar 2019, 00:04
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Re: Procedural generation based on land terrain texture grid

To make this more useful, I added user options for random object displacement, rotation x/y, z-rotation, rotations towards slopes, z displacement, and made all the edits to fit into one undoStack macro. The UI is getting a bit cluttered, and it might be useful to have per-object settings instead of ...
by unelsson
24 Mar 2019, 01:45
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Re: Procedural generation based on land terrain texture grid

cc9cii wrote:
24 Mar 2019, 01:28
Can this be used as a replacement for SpeedTree?
SpeedTree? As in tree modeling software? Nope. This doesn't create or change models, just places them based on some variables.
by unelsson
24 Mar 2019, 01:10
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 4971

Procedural generation based on land terrain texture grid

It's great fun to have some sort of tool for procedurally generating Instances. This can be used to make forests, or for adding grass... or rocks.. whatever. It's still a WIP, and not ripe for a release, but fun nonetheless. All feedback is welcome. https://github.com/unelsson/openmw/tree/procgenref...
by unelsson
10 Mar 2019, 12:42
Forum: Feature Requests and Suggestions
Topic: Alpha channel with osgt objects
Replies: 8
Views: 1739

Re: Alpha channel with osgt objects

I had trouble getting Blender 2.79 to osgt exporting working fluently. Good people at OpenMW-discord instructed me what's this transparency all about, and so I incorporated alpha blending (blender's "Z Transparency") and alpha testing (blender's "Mask"), and backface-culling (Blender Game rendering ...
by unelsson
08 Mar 2019, 10:33
Forum: Join the team
Topic: Application: Desttinghim
Replies: 5
Views: 1286

Re: Application: Desttinghim

I don't know much about 3430, but I've dabbled some with the editor, so I'd be glad to help if I can.