Can OpenMW be modded to look like this?

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argonvegell
Posts: 225
Joined: 08 Dec 2015, 23:45

Can OpenMW be modded to look like this?

Post by argonvegell »

https://www.youtube.com/watch?v=VeTS7xt1WRA

Can OpenMW be modded to look like this? If so, how? Thanks.
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Husaco
Posts: 44
Joined: 07 Aug 2011, 11:54
Location: Australia

Re: Can OpenMW be modded to look like this?

Post by Husaco »

You can certainly follow the modlist linked in the description, which says that there's "no major issues" with using it with OpenMW, but does require some compatibility adjustments.
TheMechanist
Posts: 59
Joined: 10 Jan 2014, 22:08

Re: Can OpenMW be modded to look like this?

Post by TheMechanist »

Short answer: No, it can't. At least not in it's current version.

Long answer: Yes, but only to some degree. While most texture and models replacer - the main component in graphical overhauls - are working, several components in this video are relying on an additional software: MGEXE. This software injects into the original game engine and enables several advanced graphical features like distant land, enhanced shadows and more. Some of these features are also available to some extend in OpenMW's stable release e.g. simplified distant land. Others are still in testing (unstable development releases) e.g. shadows. And some are yet unavailable e.g. rendered gras.
Since MGEXE injects in the original engine it's by definition incompatible with OpenMW.

If you follow the general overhaul guides you should be able to get close to the shown result in OpenMW. But it won't be the same. There are several modding guides focusing on OpenMW capabilities. It even features some stuff like true bump-mapping that MGEXE is not capable of (or at least it was to my last knowledge, it is in active development again as far as I understand it). But I don't have one at hand right now. But you can find them via Google ;-)

Hope this helps :-)
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: Can OpenMW be modded to look like this?

Post by AnyOldName3 »

The main things we're missing that MGE XE does are post-processing shaders (effects like Bloom, SSAO and DoF) and high-performance handling of long view distances. MGE XE's grass rendering actually comes under the latter of these - instead of rendering each grass mesh, its distant land generator (which you run before the game) bundles them together into a combined mesh which is faster to render. However, it means that grass, or larger things a long way away can't be moved, removed or added by scripts, which is something the game tries to do sometimes. We've got a rough design for a system that'll let that work, but there are going to be at least some difficulties making it work perfectly, so it's waiting on someone who knows what they're doing having lots of time.

The issue with OpenMW is that we're trying to create something that'll still work well in twenty years when we're using the same system for newer games like Skyrim and Fallout 4, whereas MGE XE has accepted they're always going to have some limitations, so there's more freedom to experiment. We will be the superior option in time, it just requires work that we've not done yet.
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