Search found 35 matches
- 11 Jul 2018, 21:23
- Forum: General
- Topic: Shader License
- Replies: 9
- Views: 5494
Shader License
As far as I can see it is not really clear under which license the shaders are released. According to https://openmw.org/faq/#legal_stuff All fonts, shaders and other assets shipped with OpenMW are licensed under separate terms. Details can be found in the Readme file or in the Wiki. The wiki link t...
- 11 Jul 2018, 20:50
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125358
- 11 Jul 2018, 20:16
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125358
Re: [patch] new fog shader
Hi!
I'm sorry for the long radio silence.
The code still needs some cleaning up - here is what I have so far:
https://gitlab.com/vrresto/openmw/tree/ ... er-cleanup
It also should be rebased against master I guess.
Not sure when I'll have time for it - so feel free to step in
I'm sorry for the long radio silence.
The code still needs some cleaning up - here is what I have so far:
https://gitlab.com/vrresto/openmw/tree/ ... er-cleanup
It also should be rebased against master I guess.
Not sure when I'll have time for it - so feel free to step in
- 20 Sep 2017, 21:44
- Forum: General Development
- Topic: Experiments
- Replies: 3
- Views: 3867
Re: Experiments
Curious, is this just an import of the world, or are all the creatures and scripts still running here? If the latter, does it break anything? Does the coc command still function properly? Are structures/land formations/cells slightly warped, and if so, is there any effect on the Physics? If I shoot...
- 20 Sep 2017, 21:40
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125358
Re: [patch] new fog shader
Working on sunset appearance ...
- 26 Aug 2017, 21:15
- Forum: General Development
- Topic: Experiments
- Replies: 3
- Views: 3867
Experiments
What if Morrowind was on a very tiny planet?
With a diameter of 10km.
Then it would look like this:
Just playing around a bit with the vertex shader
Or if the sea level was a bit higher:
With a diameter of 10km.
Then it would look like this:
Just playing around a bit with the vertex shader
Or if the sea level was a bit higher:
- 26 Aug 2017, 21:11
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125358
Re: [patch] new fog shader
After reinstalling an official PPA package of openmw, the appropriate directory on debian based systems is: /usr/share/games/openmw/resources/shaders. You will have to place the contents of that zip file as the root user to get them into the right place. That did it, thank you!!!! This shader is be...
- 26 Aug 2017, 21:08
- Forum: Support
- Topic: Is it Possible to Make Water More Murky?
- Replies: 21
- Views: 16325
- 08 Aug 2017, 20:47
- Forum: Support
- Topic: Is it Possible to Make Water More Murky?
- Replies: 21
- Views: 16325
Re: Is it Possible to Make Water More Murky?
No photoshopping here
I'm using a texture as a map for each water color and visibility.
It would also be possible to control other parameters like wave strength(and direction?) this way.
I'm using a texture as a map for each water color and visibility.
It would also be possible to control other parameters like wave strength(and direction?) this way.
- 08 Aug 2017, 18:35
- Forum: Support
- Topic: Is it Possible to Make Water More Murky?
- Replies: 21
- Views: 16325
Re: Is it Possible to Make Water More Murky?
Quick proof of concept: