Search found 2556 matches
- 05 Mar 2019, 23:40
- Forum: General
- Topic: OpenMW: my thoughts on the way forward
- Replies: 29
- Views: 16335
Re: OpenMW: The way forward
I think we're likely to be quite a while after the 1.0 release when we start supporting the ESM files of later games. Loading newer Nifs, though, is much less scary - supporting more model formats is a good way of adding features to the engine that don't impede other systems, and it means you're not...
- 05 Mar 2019, 23:29
- Forum: General Modding
- Topic: Loading different Texture, Mesh, Font mods with different profiles without conflicts
- Replies: 4
- Views: 4144
Re: Loading different Texture, Mesh, Font mods with different profiles without conflicts
If you use MO2 to manage Morrowind mods and you have that plugin installed, in MO's tools menu (the jigsaw dropdown at the top) there'll be an Export to OpenMW button which will copy your mod list and plugin files to your OpenMW.cfg.
- 05 Mar 2019, 19:40
- Forum: General Modding
- Topic: Loading different Texture, Mesh, Font mods with different profiles without conflicts
- Replies: 4
- Views: 4144
Re: Loading different Texture, Mesh, Font mods with different profiles without conflicts
If you're already familiar with MO2, it might be a reasonable idea to start using its OpenMW export plugin https://www.nexusmods.com/morrowind/mods/45642. You can then use MO2 as a mod manager for OpenMW and still use OpenMW's VFS.
- 05 Mar 2019, 15:08
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29625
Re: Unlimited Light Sources with Clustered Forward Shading
Also, draw calls really aren't an issue in any of the games OpenMW targets. Draw calls are definitely one of the biggest bottlenecks in OpenMW's rendering right now. Morrowind is full of tiny meshes and has lots of them as it's from an era when draw calls were never as much of a bottleneck as drawi...
- 05 Mar 2019, 14:59
- Forum: General
- Topic: [PATCH] Show [empty] tags on empty containers
- Replies: 10
- Views: 7004
Re: [PATCH] Show [empty] tags on empty containers
Still, falling back on a system font wouldn't be a terrible idea, would it?
- 04 Mar 2019, 21:07
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29625
Re: Unlimited Light Sources with Clustered Forward Shading
Deferred Shading is not as specific in use as just for when there are many small lights. With DS, draw calls concerning lights are only submitted for as many objects that are being affected by a given light. So if you have five lights in the scene, of 300 unlit objects with 30 objects being affecte...
- 04 Mar 2019, 18:20
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29625
Re: Unlimited Light Sources with Clustered Forward Shading
There's a number of lights where it's still better to use classical forward rendering than something more complicated and I'd be surprised if Arena ever got that high. I don't think lots of the schemes for optimising rendering on GPUs are even applicable for a software renderer - you don't have to w...
- 04 Mar 2019, 02:26
- Forum: Join the team
- Topic: Application: Zagganoth
- Replies: 1
- Views: 2622
Re: Application: Zagganoth
There's always space for new developers, especially for the CS, and especially if they're keen to learn or very experienced already. If you haven't already, head on over to https://gitlab.com/OpenMW/openmw/issues to see what needs doing. We might have a beginner label on some of the issues if you wa...
- 03 Mar 2019, 15:52
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10753
Re: Odd/Incorrect Lighting on Meshes
We should at least get this on the tracker, then.
- 03 Mar 2019, 02:37
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10753
Re: Odd/Incorrect Lighting on Meshes
Right, it looks like we were both using different terms for the same thing. I've also seen clustered shading used to describe a type of deferred system, too, and it didn't mention anything about forward rendering.