Search found 33 matches

by MithrilLeaf
03 May 2016, 05:41
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 175054

Re: Lysol's normal mapped texture packs

Making the diffuse texture First I find a suitable base texture, usually I find something at "textures.com". Ideally the texture should look as much as the original as possible. If the texture is of a plaster wall, I look around for good plaster wall textures, for example. Hey so that mig...
by MithrilLeaf
02 May 2016, 02:02
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 175054

Re: Lysol's normal mapped texture packs

So how difficult is your process for someone who is only mediocre at Graphic Design but can sort of hobble his way around GIMP and Blender and Photoshop and such? If it's reasonable easy to get consistent result someone (such as myself) might be able to contribute stylistically matching material.
by MithrilLeaf
22 Apr 2016, 14:00
Forum: Feature Requests and Suggestions
Topic: New models and their scale
Replies: 10
Views: 7625

Re: New models and their scale

The generally accepted height of a male Imperial is 5'9" or 175 Centimeters. That gives us roughly an increase of 35% over the blender units to get to centimeters in Morrowind. Less than ideal, but fairly workable.
by MithrilLeaf
20 Apr 2016, 18:21
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 117972

Re: OpenMW 0.40.0

Here's hoping that we never reach version 0.41.0!
by MithrilLeaf
21 Mar 2016, 16:15
Forum: General
Topic: Vivec retexture to show off/test shaders
Replies: 104
Views: 45705

Re: Vivec retexture to show off/test shaders

Btw, new picture uploaded. I think I've found a good way to get good looking normal and specular maps with the crazybump application now. I simply make my texture, then I remove a lot of contrast in stuff that I don't want to "pop out" that much. Import the latter texture to crazybump and...
by MithrilLeaf
08 Mar 2016, 19:57
Forum: Feature Requests and Suggestions
Topic: Some ideas I have
Replies: 3
Views: 2189

Re: Some ideas I have

All good and valid ideas, but I'd say most, if not all of them would probably be possible with post-1.0 mods. Yes, the keychain mod uses MWSE and is not compatible with OpenMW, but in the future, there will be better ways to realize a mod like this with OpenMW. I believe that basic support of conta...
by MithrilLeaf
04 May 2015, 05:15
Forum: Feature Requests and Suggestions
Topic: AI, Persuasion, and Economics
Replies: 8
Views: 4532

Re: AI, Persuasion, and Economics

The most future proof system for allowing radiant AI would probably be to allow certain merchants/locations to be designated as stuff (such as tavern, general store, bank, etc.) then allow AI packages to say go to X at Y time and spend Z amount of time there.
by MithrilLeaf
02 May 2015, 21:00
Forum: General Development
Topic: OSG port roadmap and design plans
Replies: 76
Views: 58193

Re: OSG port roadmap and design plans

I am curious Scrawl, do you feel that the OSG port will be ready for prime time by the time that 0.37 rolls around?
by MithrilLeaf
02 May 2015, 03:09
Forum: Feature Requests and Suggestions
Topic: AI, Persuasion, and Economics
Replies: 8
Views: 4532

Re: AI, Persuasion, and Economics

I personally think that one of the best ways to handle supply and demand in an RPG setting would be having a simple diffusion model, where high supply of X type of good lowers price there, demand causes more resources to move into that area. Goods should probably be sorted by Type and Class, such as...
by MithrilLeaf
23 Apr 2015, 17:00
Forum: TES3MP
Topic: Thoughts on multiplayer
Replies: 20
Views: 16388

Re: Thoughts on multiplayer

Morrowind could really only work as a multiplayer game in my mind as a coop session of up to like, 4 people and most aspect of play shared.