Search found 113 matches

by openmwfan27
07 Apr 2016, 23:00
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 78255

Re: OpenMW 0.39.0

I agree, once OpenMW hit's v1.0 the old morrowind engine is essentially obsolete as OpenMW should support all previous mods (which aren't 'broken') and going forward there's no reason to continue using the old engine.
by openmwfan27
07 Apr 2016, 22:18
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 78255

Re: OpenMW 0.39.0

DestinedToDie wrote:Check the first post. viewtopic.php?f=2&t=3421
Thanks DestinedToDie for linking me to the textures, They look amazing!!! :o

I also don't get the weird lighting issues with the vivec textures so i guess it was just an issue with the mod i was using for balmora.
by openmwfan27
07 Apr 2016, 11:08
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 78255

Re: OpenMW 0.39.0

DestinedToDie wrote:
openmwfan27 wrote:You could download Lysol´s Vivec Retexture.
Where can i find a download link for these textures?
by openmwfan27
06 Apr 2016, 23:56
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 78255

Re: OpenMW 0.39.0

So, i love the new shaders in 0.39, bump maps looks really good but i'm wondering if there's an issue with specular maps or something? Attached are screenshots of balmora in 0.39 with the following texture pack: http://www.nexusmods.com/morrowind/mods/42396/ Everything looks really shiny and the col...
by openmwfan27
06 Apr 2016, 22:21
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 78255

Re: OpenMW 0.39.0

K1ll wrote:
openmwfan27 wrote:Are there any targz packages available for the RC?

*k1ll *hint hint** :P
Here they are:

32 Bit
64 Bit
Thank you k1ll! Three blessings upon you sera.
by openmwfan27
06 Apr 2016, 14:08
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 78255

Re: OpenMW 0.39.0

Are there any targz packages available for the RC?

*k1ll *hint hint** :P
by openmwfan27
06 Apr 2016, 08:20
Forum: General
Topic: How do Skyrim assets look in OpenMW?
Replies: 8
Views: 5271

Re: How do Skyrim assets look in OpenMW?

My models have normals maps now, but they look like they don´t in OpenMW-CS. So it seems it hasn´t translated over to the OpenMW-CS. I don't think they will anyway. I think I read that such features will only slow the CS down and therefore won't be implemented. Scrawl? It could be good to have them...
by openmwfan27
05 Apr 2016, 22:09
Forum: Feature Requests and Suggestions
Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
Replies: 442
Views: 325597

Re: Elder-scrolls IV Oblivion

I'm in the camp of fork the open mw project post-1.0 and create open oblivion independent of open mw. but this all seems to be "they shoulds" and not "I will" I personally disagree. Post 1.0 when the de-hardcoding is done i think the effort is better placed into a single project...
by openmwfan27
05 Apr 2016, 22:02
Forum: General
Topic: How do Skyrim assets look in OpenMW?
Replies: 8
Views: 5271

Re: How do Skyrim assets look in OpenMW?

Doesn't the upcoming 0.39 release support specular, normal and bump maps? Not sure if that will translate across to OpenMW CS.

It would be good to see the assets in those screenshots rendered in-game though, maybe with a video too.
by openmwfan27
05 Apr 2016, 21:26
Forum: General
Topic: How do Skyrim assets look in OpenMW?
Replies: 8
Views: 5271

Re: How do Skyrim assets look in OpenMW?

Although not in-game screenshots, here's an idea of what skyrim assets look like in OpenMW CS:

viewtopic.php?f=3&t=3017&start=70