Search found 223 matches
- 06 May 2018, 20:41
- Forum: General Development
- Topic: Beginners' questions: Understanding OpenMW/OpenCS code
- Replies: 30
- Views: 14699
Re: Beginners' questions: Understanding OpenMW/OpenCS code
Here's another question I feel silly to ask: After my branch has been merged to OpenMW, can I delete the branch from my github without worries?
- 06 May 2018, 16:24
- Forum: Editor Development
- Topic: New OpenMW-CS Icons
- Replies: 89
- Views: 90940
Re: New OpenMW-CS Icons
About the last few kinks, Zini mentioned that run-icon is using old icon, and I can't find a match from the new iconset.
- 04 May 2018, 08:36
- Forum: Feature Requests and Suggestions
- Topic: I don't know, is it a bug or feature request...
- Replies: 6
- Views: 5067
Re: I don't know, is it a bug or feature request...
The topic should be changed to something related to bump maps, specular maps or normal maps.
- 03 May 2018, 20:20
- Forum: Feature Requests and Suggestions
- Topic: Object painting / tree painting for OpenCS (post 1.0)
- Replies: 9
- Views: 5655
Re: Object painting / tree painting for OpenCS (post 1.0)
Yeah, I added the random rotations and some very rough random-spread to it today. I'm thinking of adding some options for density, min-distance between objects etc. Currently it's also not possible to choose what you paint, I just hardcoded it to few tree models.
https://youtu.be/HAjlzdYmtyI
https://youtu.be/HAjlzdYmtyI
- 03 May 2018, 11:45
- Forum: Feature Requests and Suggestions
- Topic: Object painting / tree painting for OpenCS (post 1.0)
- Replies: 9
- Views: 5655
Re: Object painting / tree painting for OpenCS (post 1.0)
Well, I wanted this feature, and decided to play with it a little. There's plenty to do still, and I don't think this one will be in main releases for a while. It's not even half done after all, but I guess at some point I can put a public github branch for those who are aware that there are potenti...
- 02 May 2018, 10:21
- Forum: Feature Requests and Suggestions
- Topic: Alpha channel with osgt objects
- Replies: 8
- Views: 6673
Re: Alpha channel with osgt objects
Investigating some osgt-files created with osgconv, I've been able to manually fix the exported osgt-file. Now I only wish I could fix this to blender's osg exporter to automate things. The crucial findings were: ModeList 3 { GL_BLEND ON GL_CULL_FACE OVERRIDE } GL_BLEND gives branches proper transpa...
- 30 Apr 2018, 14:07
- Forum: Feature Requests and Suggestions
- Topic: Alpha channel with osgt objects
- Replies: 8
- Views: 6673
Re: Alpha channel with osgt objects
Right.. Thanks for a really informative answer! I'll look up to it in a few days, and when it's resolved, I'll post a solution here and/or to wiki. edit: As of day later, I don't yet have a proper solution, but the problems with model above were fixed by forcing exporter to use flags GL_BLEND ON, GL...
- 30 Apr 2018, 11:11
- Forum: Feature Requests and Suggestions
- Topic: Alpha channel with osgt objects
- Replies: 8
- Views: 6673
Re: Alpha channel with osgt objects
I'm using this https://opengameart.org/content/oak-tree converted to osgt, it uses texture quercus_a_1024.png that most certainly has alpha. I've attached my converted files. Morrowind's bushes etc. render alpha like they should. There are screenshots of non-working alpha in OpenCS preview, and how ...
- 29 Apr 2018, 18:56
- Forum: Feature Requests and Suggestions
- Topic: Alpha channel with osgt objects
- Replies: 8
- Views: 6673
Re: Alpha channel with osgt objects
There's either a setting you need to toggle on in Blender or a missing feature in the blender-osg exporter. The osg format supports this for sure. Setting the entire world to use alpha blending does of course break things. Heh, yes. I'll see if there is something with blender, but the thing is that...
- 29 Apr 2018, 16:55
- Forum: Feature Requests and Suggestions
- Topic: Alpha channel with osgt objects
- Replies: 8
- Views: 6673
Alpha channel with osgt objects
I didn't find this on bug tracker - osgt objects with transparent textures don't have transparency enabled in current OpenMW. This is fixed by adding this to renderingmanager.cpp sceneRoot->getOrCreateStateSet()->setMode(GL_BLEND, osg:: StateAttribute:: ON); sceneRoot->getOrCreateStateSet()->setRend...