Search found 335 matches
- 06 Mar 2019, 06:39
- Forum: General
- Topic: OpenMW History and Timeline
- Replies: 28
- Views: 17660
OpenMW History and Timeline
So this topic, and more specifically it's related reddit thread got me thinking about OpenMW's history. I say the reddit thread because everyone here on the forum has a fairly good grasp of the general past of the project, not so on the reddit thread. Basically, I was wondering if we'd be interested...
- 01 Mar 2019, 19:16
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 105002
Re: Terrain Editing
The most common way for engines to support caves and overhangs in general is to use models. Morrowind does this. I know, but the depth into the hillside is limited by the continuous slope down. Obviously you can still overcome this with a larger model, but would be nice to not deal with the limitat...
- 01 Mar 2019, 18:39
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 105002
Re: Terrain Editing
I can't speak to the actual implementation of these PRs, but both features sound great! The edge fixer also gave me an interesting idea. I was thinking why wouldn't we just force land to be continuous always, even if it results in sharp edges. But then I started thinking about cliffs and caves and s...
- 28 Feb 2019, 06:54
- Forum: Off Topic
- Topic: Modding-OpenMW.com -- CFG Generator update
- Replies: 3
- Views: 3178
Re: Modding-OpenMW.com -- CFG Generator update
This looks great! Thank you! Pretty much the best thing short of an actual mod manager.
- 22 Feb 2019, 06:32
- Forum: News
- Topic: Followers of shadows, the day has come!
- Replies: 72
- Views: 92660
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...
- 21 Feb 2019, 22:17
- Forum: News
- Topic: Followers of shadows, the day has come!
- Replies: 72
- Views: 92660
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...
- 13 Feb 2019, 21:59
- Forum: Content Development
- Topic: Texturing Concepts
- Replies: 5
- Views: 4790
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...
- 10 Feb 2019, 07:02
- Forum: Content Development
- Topic: Texturing Concepts
- Replies: 5
- Views: 4790
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...
- 10 Feb 2019, 05:35
- Forum: Feature Requests and Suggestions
- Topic: Procedural grass
- Replies: 11
- Views: 7278
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...
- 08 Feb 2019, 17:01
- Forum: Feature Requests and Suggestions
- Topic: Procedural grass
- Replies: 11
- Views: 7278
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...