Search found 139 matches

by Mistahtokyo
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.
by Mistahtokyo
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...
by Mistahtokyo
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.
by Mistahtokyo
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...
by Mistahtokyo
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...
by Mistahtokyo
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...
by Mistahtokyo
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...
by Mistahtokyo
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...
by Mistahtokyo
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...
by Mistahtokyo
21 Sep 2019, 00:03
Forum: General
Topic: Can OpenMW make NPCs activate doors that load to other cell?
Replies: 5
Views: 4077

Re: Can OpenMW make NPCs activate doors that load to other cell?

akortunov wrote: 20 Sep 2019, 04:31 NPC's can not use teleporting doors, as in Morrowind. An attempt to teleport actor to non-active cell during AI update leads to undefined behaviour.
Doesn't OpenMW preload adjacent cells? And how do games like Skyrim handle it, out of curiosity?