Search found 574 matches
Re: 2014
Congratulations to the team on another successful year producing Openmw for the masses. This year morrowind will make a true comeback if 1.0 comes around the corner 8-) What do you mean if? haha Assuming there arnt any catastrophes like the world ending or zini ascending to god hood and leaving thi...
- 17 Jan 2014, 00:49
- Forum: Feature Requests and Suggestions
- Topic: Aggro or Active Combat visual indicator
- Replies: 6
- Views: 4332
Re: Aggro or Active Combat visual indicator
Of course. That is actually one of the things I don't like about playing in 1st person mode and TES games in particular. You have no information about what is happening outside your field of view, even though in reality you would at least get some data. However playing a sound track or flashing an ...
- 11 Jan 2014, 17:39
- Forum: Off Topic
- Topic: windows 98
- Replies: 36
- Views: 18828
Re: windows 98
Can we let this thread die already?
- 10 Jan 2014, 01:43
- Forum: Off Topic
- Topic: windows 98
- Replies: 36
- Views: 18828
Re: windows 98
I'm not sure that OpenMW is intended to deliver in any way shape or form faster performance than the original Morrowind. If anything, I thought one of the OpenMW philosophies was to rebuild the engine in a more stable, modern system-friendly manner. Unfortunately, OpenMW probably won't be as fast a...
- 09 Jan 2014, 05:28
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38666
Re: Terrain Tunneling/Arching
I have another idea: Would it be possible to export the world mesh of a single cell into a nif file, edit it and import it back to the game? Its already possible to do this, using the Morrowind utility, CellToNIF (ask on beth forum, fliggerty, or google it, you'll find it). This program works for a...
Re: 2014
Manually picking files requires you to go dig through possibly dozens of textures and either do so every time you re-install a mod, or keep a backup of all the textures, and you will have to go through al of that when one of the textures updates. I think firing up the CS to create a small mod that ...
Re: 2014
I expect in the first incarnation (OpenCS 1.1) creating a new content file/archive by mixing resources from two other files would require quite a few manual steps. However eventually OpenCS also will get a script language and it wouldn't be hard to write a wizard type editor plugin that walks you t...
- 07 Jan 2014, 00:27
- Forum: General
- Topic: Specular Highlights?
- Replies: 200
- Views: 82307
Re: Specular Highlights?
@PeterBitt: In git master@ b8e93437645b16995 you can now override NIF material settings for a specific texture in a text file. The process is described on the wiki . This should fix the issue of having to edit tons of NIF meshes for each texture you want to change settings for. Oh great! I will get...
Re: 2014
Ok, so if I understand this right, loose files will still be supported in addition to the packs. When you want to create a pack, you can take files from other ones to combine into a new pack. You said you dont want to be discussing this, but it must be easy to look at the files in one of these packs...
- 06 Jan 2014, 01:13
- Forum: General
- Topic: Specular Highlights?
- Replies: 200
- Views: 82307
Re: Specular Highlights?
I really cant word that properly, but the easiest way to guarantee a consistent looking game when many people work on it, would be to indeed have even the smallest stone in the right place. Just stick as close to the vanilla textures as their blurryness allows you to see. The more everyone imagines...