Search found 441 matches

by sjek
26 Feb 2017, 03:40
Forum: Mod Compatibility
Topic: Children Of Morrowind
Replies: 15
Views: 6266

Re: Children Of Morrowind

with children of morrowind v2 http://lovkullen.net/Emma/kids.htm unable to find bone 'bip01 r toe0' and xanim_hopping_01 problem in this seems to be that "bipo1 r toe0" is defined in kf, x.nif and nif but niskininstance is missing it. it has keyframedata defined but otherwise has only dummy node so ...
by sjek
25 Feb 2017, 21:00
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 522
Views: 474646

Re: OpenMW Nightly builds

same here.

wasn't on the yesterday's nightly. launcher runs and play just results in console flash without openmw.log overwrite.
openmw and openmw-cs.exe are giving that error right on startup
by sjek
25 Feb 2017, 15:47
Forum: General
Topic: CS Questions
Replies: 3
Views: 1929

Re: CS Questions

yep custom script and it's mostly copy pasting so here (haven't tested ingame) Begin aa_skillscripting short gap short gapo float timer short phase set gap to 50 set gapo to 50 set phase to 10 set timer to (timer+getsecondspassed) if timer < phase return endif if timer > phase if player->getArmorer ...
by sjek
23 Feb 2017, 23:21
Forum: Support
Topic: Help with shiny fake-bump mapped rocks
Replies: 15
Views: 8468

Re: Help with shiny fake-bump mapped rocks

one point though what it should look like when finished renaming normal map and moving reflect to gloss texture https://c1.staticflickr.com/3/2804/33077846885_c0e4f936bd_n.jpg gives kinda good effect https://c1.staticflickr.com/3/2579/33077843325_b7ec57a471_n.jpg if the normal and reflect is just re...
by sjek
21 Feb 2017, 18:41
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 522
Views: 474646

Re: OpenMW Nightly builds

https://forum.openmw.org/viewtopic.php?f=20&t=1808 well. still @ace can get his builds up and running again y have to build it yourself from github source code. otherwise that build at first page contains 0.41 and some more. latest as it is. is there something particular y want to test ? builds prob...
by sjek
20 Feb 2017, 00:09
Forum: General
Topic: is this a bug?
Replies: 11
Views: 4909

Re: is this a bug?

there has been changes in inventory shading and such. also different drivers may be responsible or something (out of the magic hat)

but does it happen on new game .?
by sjek
31 Jan 2017, 04:14
Forum: Support
Topic: Is it Possible to Make Water More Murky?
Replies: 21
Views: 11707

Re: Is it Possible to Make Water More Murky?

in retrospec there's watercolour rbg as vector value in line 37 which coud be easiest. float shadow =1.0, line 83 , multiplies the specular value, and for fresnel clamping, althought not sure what it does, in line 148. Line 145 contains the refractive indices in both ways from the surface https://en...
by sjek
31 Jan 2017, 02:30
Forum: Support
Topic: Is it Possible to Make Water More Murky?
Replies: 21
Views: 11707

Re: Is it Possible to Make Water More Murky?

ok. without going to writing that math up more so xD I think it goes like, as it relies on the fact waterlevel - pos.z diminishing to zero when going at surface as waterlevel is itself hardcoded to -1 in exterior........... or so volume = player distance from water surface in z, multiplied with prop...
by sjek
28 Jan 2017, 17:48
Forum: Support
Topic: Is it Possible to Make Water More Murky?
Replies: 21
Views: 11707

Re: Is it Possible to Make Water More Murky?

well actually they affect the game. there's no editor alpha from original ini but otherwise these works at least. thanks for the list Capostrophic map_alpha is mostly visual and affects how much it shows in map. 1 making it dark blue in world and light blue in local supposedly rendering your water t...