Should be fixed in master branch (tested on Castle Hestatur mannequins), but 0.44 release will not have this fix.
Search found 863 matches
- 16 Jul 2018, 07:14
- Forum: General Modding
- Topic: Kahleigh's Retreat disposing mannequins
- Replies: 4
- Views: 2925
- 15 Jul 2018, 18:02
- Forum: TES3MP
- Topic: TES3MP on Red Hat
- Replies: 5
- Views: 6013
- 15 Jul 2018, 13:07
- Forum: Support
- Topic: Textures and collision not loading
- Replies: 13
- Views: 8045
- 15 Jul 2018, 05:33
- Forum: Support
- Topic: Textures and collision not loading
- Replies: 13
- Views: 8045
- 14 Jul 2018, 07:14
- Forum: Editor Development
- Topic: Creature/Npc Editing
- Replies: 22
- Views: 28863
Re: Creature/Npc Editing
Take a look at animation.cpp and npcanimation.cpp. In these files we handle NPC bodyparts. IIRC, we do not handle every finger separately - we handle whole "Left Hand" and "Right Hand" bones. When I left off, I discovered that female hands have bones that male hands don't... That...
- 13 Jul 2018, 03:33
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 1009231
Re: OpenMW Nightly builds
Interesting. There were some CI updates after 9667dd051c8f1794cd01605df9c88d10fe0cd514.
The issue can be with 90ccf5b42baedac1fd2bbd9a4265737063e959a3 commit (using 10.13 SDK and new depencencies for MacOS builds).
The issue can be with 90ccf5b42baedac1fd2bbd9a4265737063e959a3 commit (using 10.13 SDK and new depencencies for MacOS builds).
- 12 Jul 2018, 18:20
- Forum: Support
- Topic: Textures and collision not loading
- Replies: 13
- Views: 8045
Re: Textures and collision not loading
In brief: "openmw-wizard.x86_64" says it cannot find "libunshield.so.0", but the file does exist in the folder "lib". How do I fix this? Install missing packages for your distro? Also if you have a lot of problem with dependencies, you can try to use the Flatpak OpenMW...
- 12 Jul 2018, 10:10
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41170
Re: Water shaders, OpenMW vs MGEXE
And? What kind of conclusion should we do?
As for me, shaders looks pretty similar on these screenshots.
Only differences I see:
1. MGE has a bloom.
2. Water color is different a bit because of sky reflection.
As for me, shaders looks pretty similar on these screenshots.
Only differences I see:
1. MGE has a bloom.
2. Water color is different a bit because of sky reflection.
- 11 Jul 2018, 10:49
- Forum: Editor Development
- Topic: Creature/Npc Editing
- Replies: 22
- Views: 28863
Re: Creature/Npc Editing
On a more serious note, I am running into a couple of issue. One issue is that finger bones seem to be missing for females. The other is that some parts are getting culled when the camera gets close (probably a bounding box issue). Any thoughts on the fingers? I suggest you to open a pull request, ...
- 10 Jul 2018, 08:20
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164709
Re: OpenMW 0.44.0
How's this look? LGTM. About other questions: Bug #4319: Collisions for certain meshes are incorrectly ignored - What are these "certain meshes"? Meshes with CollisionType=Node flag (some doors in Stirk in the Province: Cyrodiil mod for example). Now we just ignore this flag, as a vanilla...