Search found 33 matches
- 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...
- 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.
- 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.
- 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!
- 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...
- 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...
- 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.
- 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?
- 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...
- 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.