Search found 574 matches
- 07 Mar 2012, 04:25
- Forum: Feature Requests and Suggestions
- Topic: Dual Wielding plus logic
- Replies: 0
- Views: 2071
Dual Wielding plus logic
This idea is directly related to the shield bashing one. I am good at logic(and had to do some programming for school, but dont have tons of experience), so I will simply layout how code could possibly work in this instance. At its simplest, you would basically have each hand available for an action...
- 07 Mar 2012, 00:43
- Forum: Feature Requests and Suggestions
- Topic: Shield Like Oblivion?
- Replies: 36
- Views: 18089
Re: Shield Like Oblivion?
In regards to the weapon hitting like in Oblivion, there is at least one mod already(probably more than one) that makes it so you cant miss.
In regards to shield bashing, I will make a thread.
In regards to shield bashing, I will make a thread.
- 04 Mar 2012, 06:40
- Forum: Feature Requests and Suggestions
- Topic: Mapping: Bump, Glow, Normal, etc
- Replies: 4
- Views: 3873
Re: Mapping: Bump, Glow, Normal, etc
People call em "fake" bump maps but they actually use normal maps. Multiple textures are specified in the .nif itself, the regular one(base) plus mapping. I believe I may have seen more than one way to do this, but one way uses a NiTextureEffect for "glare" or the kind of shinyne...
- 03 Mar 2012, 19:41
- Forum: Feature Requests and Suggestions
- Topic: Random Quest (post 1.0 scripting improvement)
- Replies: 4
- Views: 4021
Re: Random Quest (post 1.0 scripting improvement)
And in incredably complicated.
I would be all for this, but making it from scratch would be a project in itself.
I would be all for this, but making it from scratch would be a project in itself.
- 02 Mar 2012, 23:44
- Forum: Feature Requests and Suggestions
- Topic: Mapping: Bump, Glow, Normal, etc
- Replies: 4
- Views: 3873
Mapping: Bump, Glow, Normal, etc
This is likely a post 1.0 feature and this post is more of a question I guess. How is this being handled? With Oblivion, as far as I can tell, the texture maps are not actually part of the model and are only applied during rendering. The name of a map texture is a copy of whatever texture the map is...
- 28 Feb 2012, 06:33
- Forum: General
- Topic: Do you need help with English localization?
- Replies: 34
- Views: 13548
Re: Do you need help with English localization?
Ah let him keep doing it in foreign english style, I am sure there will be another cockup funny mispelling sometime in the future.(there was a rather embarrasing mispelling I pointed out earlier that got fixed)
- 23 Feb 2012, 00:44
- Forum: Feature Requests and Suggestions
- Topic: Fan Art/ Mod Showcase Loading Screens
- Replies: 5
- Views: 4187
Re: Fan Art/ Mod Showcase Loading Screens
The point is that the authors did not feel flattered. It is a long and boring discussion about freedom (in both senses) that I would like to avoid. If we have to ask, then I think it is better using vanilla. If the project will have half of the success it deserves artists will ask openmw to use the...
- 21 Feb 2012, 12:59
- Forum: Feature Requests and Suggestions
- Topic: Fan Art/ Mod Showcase Loading Screens
- Replies: 5
- Views: 4187
Re: Fan Art/ Mod Showcase Loading Screens
You mean tha project where the guy didnt bother asking for permission from anyone?
As long as people are notified and agree to have their art used, its completely fine.
As long as people are notified and agree to have their art used, its completely fine.
- 19 Feb 2012, 00:02
- Forum: Feature Requests and Suggestions
- Topic: Construction Set ideas
- Replies: 9
- Views: 5454
Re: Construction Set ideas
So a ray cast from the object the "drop here" command was run on, going downwards a short bit until it hits another object and then moves there. I myself would want to see a good 3D snap-to-grid function, maybe even (way past 1.0) something that would make fitting pieces of corridors and ...
- 18 Feb 2012, 07:52
- Forum: Feature Requests and Suggestions
- Topic: Lightgem (definitely post 1.0)
- Replies: 12
- Views: 8515
Re: Lightgem (definitely post 1.0)
Well, for this, all you have to do is figure out how much light is hitting the player versus the surroundings. Perhaps you could compare pixel shading of the PC compared to the surroundings. The darker something is in relation to dark surroundings, the more lkely it blends in. I mean if you have the...