Search found 223 matches
- 14 Dec 2020, 16:55
- Forum: Example-Suite
- Topic: Example Suite Everything guide v. 0.14
- Replies: 38
- Views: 54301
Re: Example Suite Everything guide v. 0.14
Why not BC7 KTX files, or keep the uncompressed files available and use the Godot tool that makes all the compressed variants that make things work on all the platforms (i.e. BC1 for older desktop (as we've got no alpha for terrain, so BC3 is wasteful), BC7 for newer desktop, ETC2 for Android)? No ...
- 14 Dec 2020, 12:17
- Forum: Editor Development
- Topic: UI-design of additional features
- Replies: 6
- Views: 7371
Re: UI-design of additional features
25 features and 15 bugs with the 1.0-CS label (many of them were created somewhere in 2013-2016), and they even do not take in account UX issues. Most of these are preferences, feature requests, and bugs are fairly context-related or non-bugs. The issue list definitely needs some work, I'll try to ...
- 14 Dec 2020, 10:50
- Forum: Editor Development
- Topic: UI-design of additional features
- Replies: 6
- Views: 7371
Re: UI-design of additional features
IMO, it is too early to add advanced features to the editor - it still lacks many basic functions, so it is not ready to be used to create complex mods. Hmm. I've been creating these tools in the order that I've needed them. I've noticed that at least the cell edge fixing a really important feature...
- 13 Dec 2020, 19:02
- Forum: Example-Suite
- Topic: Example Suite Everything guide v. 0.14
- Replies: 38
- Views: 54301
Re: Example Suite Everything guide v. 0.14
Land texture indexing: 0 = default (?) 1...25 = Selected CC0 textures from cc0textures.com 26..50 = Selected CC0 textures from texturehaven.com 51..75 = Selected CC0 textures from 3dtextures.me 76..100 = Selected CC0 or CC-BY textures from Bliaron artists 101.. = Selected CC0 or CC-BY (or other lice...
- 13 Dec 2020, 14:19
- Forum: Editor Development
- Topic: UI-design of additional features
- Replies: 6
- Views: 7371
UI-design of additional features
There are several features that could be added to OpenMW-CS, but how should these be incorporated into the UI? 1) Object painting -> Suggestion: Instance editing subclass (move, rotate, scale + object paint) 2) Fixing cell edges -> Suggesting: Terrain height editing, any tool, right click close to t...
- 13 Dec 2020, 13:46
- Forum: Editor Development
- Topic: Procedurally Generated Terrain
- Replies: 6
- Views: 10869
Re: Procedurally Generated Terrain
There's no sensible hard limit on map size, but currently objects that are too far away from the world origin begin to wobble because of some float/double imprecision. I'm not sure what the limit is currently. For the procedural generation, having a system that branches into "trees" of int...
- 09 Dec 2020, 00:24
- Forum: Editor Development
- Topic: OpenMW-cs does not save deleted subrecords?
- Replies: 12
- Views: 12985
Re: OpenMW-cs does not save deleted subrecords?
This one should fix the master index loading. I did some testing already, but it's always worth to do some more testing.
https://gitlab.com/OpenMW/openmw/-/merge_requests/445
https://gitlab.com/OpenMW/openmw/-/merge_requests/445
- 04 Dec 2020, 11:58
- Forum: Join the team
- Topic: Application: OlCoal
- Replies: 3
- Views: 6506
Re: Application: OlCoal
Hi there! There's plenty of possibilities. If you are interested in working with OpenMW-CS, I'd be happy to help you get started. Also, let me quickly introduce a few possible issues related to OpenMW-CS: Editor: terrain vertex paint editmode https://gitlab.com/OpenMW/openmw/-/issues/5197 - Big/mode...
- 03 Dec 2020, 15:04
- Forum: Editor Development
- Topic: OpenMW-cs does not save deleted subrecords?
- Replies: 12
- Views: 12985
Re: OpenMW-cs does not save deleted subrecords?
(commit 0eaac, of Wed Oct 28th) While the bug is less severe I am afraid it is still there. I do not have a minimal example for I do not know exactly when it happens, but you can replicate doing this: Download and set up Forested Morrowind as usual (unpack in a directory, edit openmw.cfg to add the...
- 24 Nov 2020, 22:49
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87030
Re: OpenGEX as .Nif alternative for OpenMW
Engine needs specific keywords to run animations. Each action should be named according to these keywords. I believe there are some movements animation names listed here: https://gitlab.com/OpenMW/openmw/-/blob/master/apps/openmw/mwmechanics/character.cpp#L146 This file is pretty useful for looking ...