Search found 139 matches
- 04 Apr 2020, 15:22
- Forum: Feature Requests and Suggestions
- Topic: Please bring back Fall Function
- Replies: 20
- Views: 10641
Re: Please bring back Fall Function
If a new mod changes the terrain and/or objects then the user simply regenerates the distant statics. People act as if that is a terrible boogeyman deal breaker when MGE users have been easily dealing with it for years now.
- 09 Mar 2020, 20:57
- Forum: General
- Topic: Distant Lands and OpenMW
- Replies: 89
- Views: 65336
Re: Distant Lands and OpenMW
You don't need to care about what does and doesn't get created with an automatic solution. It will always produce the correct answer. Well that is objectively false. What if I want to prevent certain statics from generating to improve FPS some? I trust that the automatic method won't screw up? Hope...
- 06 Mar 2020, 20:28
- Forum: General
- Topic: Distant Lands and OpenMW
- Replies: 89
- Views: 65336
Re: Distant Lands and OpenMW
I personally like having to manually generate the distant terrain since it lets me, to a degree, fine tune what does and does not get created. An automatic system, depending on the implementation, can take away that freedom or make it more confusing for the user.
- 05 Mar 2020, 02:05
- Forum: General
- Topic: Distant Lands and OpenMW
- Replies: 89
- Views: 65336
Re: Distant Lands and OpenMW
It is worth nothing that while MGE's method has flaws, people in general absolutely love it because relative to the original game it is still a tremendous visual improvement. Basically, if people here aim for too much perfection in the system right off the bat, it'll never end up getting done, where...
- 30 Sep 2019, 18:44
- Forum: General
- Topic: Asset Replacement Reboot
- Replies: 27
- Views: 15812
Re: Asset Replacement Reboot
Yeah, though there's no PBR stuff for NIF either, at least not on OpenMW. There are some OSG PBR implementations from what I have looked at online, though it's not likely simple to take and add here. I mention that format since I assume the performance/load times might be better with it, but I would...
- 30 Sep 2019, 02:25
- Forum: General
- Topic: Asset Replacement Reboot
- Replies: 27
- Views: 15812
Re: Asset Replacement Reboot
For statics it might be better to use the Native Mesh Format (OSGT). According to the wiki, the available texture types are: diffuseMap: base texture normalMap: normal map, as described earlier normalHeightMap: same as normal map, but including height information in alpha channel to be used for para...
- 28 Sep 2019, 15:47
- Forum: General
- Topic: Asset Replacement Reboot
- Replies: 27
- Views: 15812
Re: Asset Replacement Reboot
That being said, I think it might be prudent to try out a single area, Balmora for example, and completely redo all the assets there to make sure our workflow is reasonable and efficient before moving on to everywhere else. Selecting a region/city and replacing the assets that apply to it first see...
- 27 Sep 2019, 16:53
- Forum: General
- Topic: Asset Replacement Reboot
- Replies: 27
- Views: 15812
Re: Asset Replacement Reboot
There's plenty of artists who have made great models and textures for their team that are still active. Being able to use all of the assets would be nice in some ideal scenario, but even a small percentage of assets that need not be redone is a step forward. I do recall one or two mentioning that th...
- 26 Sep 2019, 16:02
- Forum: General
- Topic: Asset Replacement Reboot
- Replies: 27
- Views: 15812
Re: Asset Replacement Reboot
A total lack of structure would not be good, nor a free-for-all grab since, while the total mesh/texture count is high, there are generally popular/common meshes and textures that are more likely to see work than others. In that case, it's good to establish some idea of what's being worked on. At th...
- 21 Sep 2019, 00:03
- Forum: General
- Topic: Can OpenMW make NPCs activate doors that load to other cell?
- Replies: 5
- Views: 4077