Search found 31 matches
- 04 Apr 2020, 00:41
- Forum: Feature Requests and Suggestions
- Topic: Better grass support
- Replies: 37
- Views: 17635
Re: Better grass support
In rendering, there'll always be things that need to happen sequentially, like drawing shadow maps before drawing shadows, or the main frame before post-processing, or having to actually finish the frame before displaying it, and some of these steps can't even happen in parallel with another. To be...
- 15 Jan 2020, 06:17
- Forum: Feature Requests and Suggestions
- Topic: Maximum texture resolution?
- Replies: 2
- Views: 2617
Re: Maximum texture resolution?
The issue with this is that texture resolution, alone, is not a good indicator of texture quality, especially when considering textures on larger objects. Further, there are issues with using a generic slider. Certainly forcing mip-maps would increase speed, but what do you do when there aren't any ...
- 17 Sep 2019, 14:27
- Forum: General
- Topic: PBR in OpenMW on reddit
- Replies: 12
- Views: 10187
Re: PBR in OpenMW on reddit
I'm really confused. I thought we already had a legacy lighting/material treatment system in place, as is used with the various "force $feature" settings. Aren't we already using two different lighting/shading models?
- 11 Sep 2019, 04:15
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41379
Re: Water shaders, OpenMW vs MGEXE
I think you misunderstand. I knew that Morrowind used dynamically generated textures for it's water. I was not aware of what was or was not exposed to the shader currently in use for OpenMW and assumed it had the necessary information exposed to facilitate things like dynamic normal creation, and su...
- 10 Sep 2019, 09:13
- Forum: General
- Topic: Ray Tracing in OpenMW
- Replies: 4
- Views: 6188
Re: Ray Tracing in OpenMW
I'm sorry, I explained why I misunderstood in the other thread.AnyOldName3 wrote: ↑08 Sep 2019, 20:15 As explained in the other thread you said something like that in, that's not how it works.
- 10 Sep 2019, 09:12
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41379
Re: Water shaders, OpenMW vs MGEXE
Lots of the water's goodness in the vanilla engine is due to the shaders being fed other data that OpenMW isn't feeding its shader. There are improvements to be made that can be done in the shader itself, but to replicate vanilla or most MGE XE shaders perfectly, you'd need a chunk of extra work on...
- 10 Sep 2019, 09:09
- Forum: General
- Topic: The only way to replace Vanilla Engine (IMHO)
- Replies: 37
- Views: 20745
Re: The only way to replace Vanilla Engine (IMHO)
Most of Xenuria's points were based on a very flawed understanding of a very stupid problem Second Life has because its developers didn't want to pay licence fees for the 64-bit version of some middleware they were using, so implemented a bonkers system that let the 64-bit client use the 32-bit ver...
- 08 Sep 2019, 11:11
- Forum: Feature Requests and Suggestions
- Topic: I don't know, is it a bug or feature request...
- Replies: 6
- Views: 5123
Re: I don't know, is it a bug or feature request...
f: Normal. Modulates surface normals to make lighting and environment reflection look better. Alpha channel is the height used for parallax, if enabled. Any reason not to just use the Normal Maps blue channel for the parallax height information? Normal maps can be assumed to have their height chann...
- 08 Sep 2019, 10:50
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41379
Re: Water shaders, OpenMW vs MGEXE
If anyone is up to the task, the water vertex and fragment shaders are exposed in the base OpenMW file structure, you could theoretically port the other shaders to OpenMW. I don't know if it's 100% possible, but the shader format used by OpenMW should be equivalently capable, if not more, to MGE. Of...
- 08 Sep 2019, 09:54
- Forum: Feature Requests and Suggestions
- Topic: Object mechanic for item wall mounting, bookshelf book plasing and other item placement on objects
- Replies: 4
- Views: 3813
Re: Object mechanic for item wall mounting, bookshelf book plasing and other item placement on objects
Could you maybe hack it together right now by having a non-moving actor shaped like a weapon rack and getting them to wield the weapon? That's how Skyrim's mannequins work, so it's not impossible that it's how the regular weapon racks work, too. I don't believe that's how it works, as there's still...