Search found 140 matches

by Pherim
11 Oct 2016, 18:14
Forum: General
Topic: some textures aren't rendered correctly
Replies: 29
Views: 10926

Re: some textures aren't rendered correctly

Hi there! I have that problem, that I had heavely modded my Morrowind before discovering OpenMW. It includes some of those false bump mapped ones. I don't wan't to install game from the scratch again. Is there anyway to make those look somehow acceptable at least (OpenMW v. 0.40)? I hate this glass...
by Pherim
08 Oct 2016, 14:21
Forum: General
Topic: Testing vanilla textures
Replies: 14
Views: 5151

Re: Testing vanilla textures

Although, there are some stunning mesh-replacers out there... Sure, there are some. And there are others which simply subdivide and smooth the vanilla meshes, complete with the uv errors and everything. Quality varies greatly when it comes to mesh replacers. I myself create all my meshes from scrat...
by Pherim
08 Oct 2016, 09:02
Forum: General
Topic: Testing vanilla textures
Replies: 14
Views: 5151

Re: Testing vanilla textures

I highly doubt we will ever see official High-Res textures for Morrowind, even if they still exist somewhere. And even if we got them somehow, there would still be poorly detailed meshes with bad uv mapping all over the place, and if Morrowind mods taught me one thing it is that high-res textures ca...
by Pherim
05 Oct 2016, 18:37
Forum: General
Topic: Testing vanilla textures
Replies: 14
Views: 5151

Re: Testing vanilla textures

Not a fan of the noise, to be honest.
by Pherim
05 Oct 2016, 08:37
Forum: General
Topic: making game with openmw question
Replies: 11
Views: 6697

Re: making game with openmw question

Another good thing about the example suite: Bethesda doesn't really want their games on platforms they were not designed for (e.g., Android), but if there is an example suite, then people can use openmw to design games for android since there is no reason to need any bethesda assets on Android! Unl...
by Pherim
28 Sep 2016, 23:07
Forum: Organisation and Planning
Topic: Mod compatibility drive
Replies: 6
Views: 4106

Re: Mod compatibility drive

Mainly because Bullet doesn't normally differentiate between sides of a surface. I don't remember what the code was like, or is like now, but I don't recall any special handling for detecting collisions given which side of the surface is hit, so it would have to be explicitly coded in. Also, while ...
by Pherim
28 Sep 2016, 08:44
Forum: Organisation and Planning
Topic: Mod compatibility drive
Replies: 6
Views: 4106

Re: Mod compatibility drive

The thing is, in my opinion, collision working only in one way is not a bug. Just like the rendering engine only displays one side of a polygon unless there is a NiStencilProperty present, it works with the normals of the mesh to use only one side for collision. And unless it is done intentionally, ...
by Pherim
23 Sep 2016, 10:53
Forum: General
Topic: Questions regading some bugs in Vanilla
Replies: 3
Views: 1800

Re: Questions regading some bugs in Vanilla

Yes, quest and script errors like these cannot be addressed by OpenMW. They have to be fixed by mods, as with the vanilla game, because they are not related to the engine.
by Pherim
15 Sep 2016, 20:48
Forum: General
Topic: Todwendy bug in german?
Replies: 10
Views: 3167

Re: Todwendy bug in german?

Any information about why this is happening?
by Pherim
13 Sep 2016, 17:13
Forum: General
Topic: Todwendy bug in german?
Replies: 10
Views: 3167

Re: Todwendy bug in german?

When I run the Wizard and select the English installation, the game stays in German, and plugins and master files from both installations are displayed in the OpenMW launcher (which leads to having two versions of Tribunal and Bloodmoon in the list at the same time). It still uses the German master...