Elder-scrolls IV Oblivion

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lysol
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Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Elder-scrolls IV Oblivion

Post by lysol » 25 Nov 2016, 13:12

Atahualpa wrote:
cc9cii wrote:Finally got to do some work. A lots of things missing, especially land/terrain.

https://youtu.be/U58gC1EAtMI
Cool. :)

What's the reason for the high loading times?
This is:
Youtube description wrote:Proof of concept for worldspace support. Based on 0.36
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

Biboran
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Joined: 03 Feb 2016, 12:50

Re: Elder-scrolls IV Oblivion

Post by Biboran » 25 Nov 2016, 15:46

Wow! It totally awesome!
But whuy on 0.36? Is something about OGRE issues?

SquireNed
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Joined: 21 Dec 2013, 22:18

Re: Elder-scrolls IV Oblivion

Post by SquireNed » 25 Nov 2016, 17:59

Biboran wrote:Wow! It totally awesome!
But whuy on 0.36? Is something about OGRE issues?
I think it's just something to do with when the project started.

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Atahualpa
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Joined: 09 Feb 2016, 20:03

Re: Elder-scrolls IV Oblivion

Post by Atahualpa » 25 Nov 2016, 18:03

lysol wrote:
Atahualpa wrote: What's the reason for the high loading times?
This is:
Youtube description wrote:Proof of concept for worldspace support. Based on 0.36
In my memory, the loading times weren't that high -- but if that's the reason...
Biboran wrote:Wow! It totally awesome!
But whuy on 0.36? Is something about OGRE issues?
I suppose it's not so easy to port everything over to the OSG version of OpenMW -- which is a pity because of the added normal map support (and performance gains).

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Capostrophic
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Re: Elder-scrolls IV Oblivion

Post by Capostrophic » 25 Nov 2016, 18:27

Normal, specular and parallax mapping actually was possible in 0.36.0 version.

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Atahualpa
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Re: Elder-scrolls IV Oblivion

Post by Atahualpa » 25 Nov 2016, 19:12

Really? In a compatible-to-OSG-version way?

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Capostrophic
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Re: Elder-scrolls IV Oblivion

Post by Capostrophic » 25 Nov 2016, 21:06

Atahualpa wrote:Really? In a compatible-to-OSG-version way?
A bit different.

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Pherim
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Re: Elder-scrolls IV Oblivion

Post by Pherim » 26 Nov 2016, 12:29

Yeah, well, that's nice and all, but I strongly suspect porting meshes and worldspaces will be among the least problems to make an OpenOblivion engine happen.

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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii » 27 Nov 2016, 04:08

Pherim wrote:Yeah, well, that's nice and all, but I strongly suspect porting meshes and worldspaces will be among the least problems to make an OpenOblivion engine happen.
Hopefully you weren't expecting me to do the hard bits first ;-)

But of course you're correct. There's much work to be done.

Some more testing, this time interior cells in Skyrim: https://youtu.be/SCbiJsasdcU

SquireNed
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Joined: 21 Dec 2013, 22:18

Re: Elder-scrolls IV Oblivion

Post by SquireNed » 27 Nov 2016, 07:07

You know, I can't count the number of times I've been playing Skyrim and thought "If only this had Morrowind's mechanics."

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