Search found 137 matches

by unelsson
30 Apr 2018, 14:07
Forum: Feature Requests and Suggestions
Topic: Alpha channel with osgt objects
Replies: 8
Views: 1847

Re: Alpha channel with osgt objects

Right.. Thanks for a really informative answer! I'll look up to it in a few days, and when it's resolved, I'll post a solution here and/or to wiki. edit: As of day later, I don't yet have a proper solution, but the problems with model above were fixed by forcing exporter to use flags GL_BLEND ON, GL...
by unelsson
30 Apr 2018, 11:11
Forum: Feature Requests and Suggestions
Topic: Alpha channel with osgt objects
Replies: 8
Views: 1847

Re: Alpha channel with osgt objects

I'm using this https://opengameart.org/content/oak-tree converted to osgt, it uses texture quercus_a_1024.png that most certainly has alpha. I've attached my converted files. Morrowind's bushes etc. render alpha like they should. There are screenshots of non-working alpha in OpenCS preview, and how ...
by unelsson
29 Apr 2018, 18:56
Forum: Feature Requests and Suggestions
Topic: Alpha channel with osgt objects
Replies: 8
Views: 1847

Re: Alpha channel with osgt objects

There's either a setting you need to toggle on in Blender or a missing feature in the blender-osg exporter. The osg format supports this for sure. Setting the entire world to use alpha blending does of course break things. Heh, yes. I'll see if there is something with blender, but the thing is that...
by unelsson
29 Apr 2018, 16:55
Forum: Feature Requests and Suggestions
Topic: Alpha channel with osgt objects
Replies: 8
Views: 1847

Alpha channel with osgt objects

I didn't find this on bug tracker - osgt objects with transparent textures don't have transparency enabled in current OpenMW. This is fixed by adding this to renderingmanager.cpp sceneRoot->getOrCreateStateSet()->setMode(GL_BLEND, osg:: StateAttribute:: ON); sceneRoot->getOrCreateStateSet()->setRend...
by unelsson
29 Apr 2018, 13:50
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31102

Re: Terrain Editing

Example: You want to raise a piece of terrain. You would typically do this by a drag operation (press mouse button, then move mouse). You would then see the terrain deform accordingly. But the changes should take effect only once you release the mouse. And you can discard them at any time by pressi...
by unelsson
26 Apr 2018, 22:06
Forum: Feature Requests and Suggestions
Topic: Object painting / tree painting for OpenCS (post 1.0)
Replies: 9
Views: 2427

Object painting / tree painting for OpenCS (post 1.0)

This would be a nice feature imho, but definitely at the end of to-do list.
by unelsson
25 Apr 2018, 10:25
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31102

Re: Terrain Editing

I went through and got a bit into PlutonicOverkills code on terrain selection. Although the feature itself could be developed further, there are several problems (mostly with the feature itself, not really so much on code). Firstly, brush button settings window and terrain selection are both tied u...
by unelsson
22 Apr 2018, 10:53
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31102

Re: Terrain Editing

On terrain shape editing I get terrain tearing and terrain stripes when saving, when I edit terrain heights data. When editing in OpenCS, everything looks nice (no tearing, no stripes), but data gets corrupted after saving - terrain is striped and torn when opening terrain in openmw or reloading in ...
by unelsson
21 Apr 2018, 20:39
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31102

Re: Terrain Editing

I imagine the texture editing functions like this: 1. When the user drops a texture on a terrain tile that is not selected the texture is applied to that tile. 2. When a part of the terrain is selected and the user drops a texture on it the texture is applied to the selected terrain tiles. 3. When ...
by unelsson
21 Apr 2018, 11:57
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31102

Re: Terrain Editing

Zini wrote:
21 Apr 2018, 09:43
We still don't have a selection mechanism and there is still the elephant in the room, namely the issue of transit changes.
Building complete macros for drag&drop operations (transit changes?) should be implemented now. https://github.com/OpenMW/openmw/pull/1680.