Search found 442 matches

by sjek
26 Feb 2017, 03:55
Forum: Support
Topic: Help with shiny fake-bump mapped rocks
Replies: 14
Views: 10818

Re: Help with shiny fake-bump mapped rocks

or for keeping it in the realms of face masks and such. how moon sugar should look when under skooma .p dunno though exact way to get it replace the rocks or moon sugar. could use statics to activators and do disable enable based on global variable http://download.fliggerty.com/download--1190 on sam...
by sjek
26 Feb 2017, 03:40
Forum: General Modding
Topic: Children Of Morrowind
Replies: 15
Views: 13321

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 dumm...
by sjek
25 Feb 2017, 21:00
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 552
Views: 1004511

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: 2542

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: 14
Views: 10818

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: 552
Views: 1004511

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 ...
by sjek
20 Feb 2017, 00:09
Forum: General
Topic: is this a bug?
Replies: 11
Views: 6760

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: 16318

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: 16318

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...