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OpenMW Example Suite 0.18
Moderator: Example suite forum moderator
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
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- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: OpenMW Example Suite 0.18
I have vacation starting tomorrow, which means I'll have 9 consecutive free days coming up that I want to dedicate on getting some progress on this project. Not sure if this is version 0.18 guaranteed, but I do hope to get a fair bit of things done.
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW Example Suite 0.18
I wish you success!
Re: OpenMW Example Suite 0.18
How's the status?
One suggestion: maybe before going on creating new areas like graveyard and so, there should be a more adequate topology to the ES world.
As it stands, it's an infinite totally flat plane. This is unrealistic and immersion breaking, imho.
Why not add some cliffs surrounding the areas you want to delimit the zone and maybe some slopes here and there? the church and graveyard for example could be located in a hill up inside the forest while the main city is in sort of a valley. The forest doesn't have to be completely flat.
I think it would be easier to set up the topology first and add elements on top rather than doing it all in a flat plane and have to move everything around later on.
If I wanted to help doing some contribution to the mapping or so, how would I get the latest version for it? I see the Github is empty.
One suggestion: maybe before going on creating new areas like graveyard and so, there should be a more adequate topology to the ES world.
As it stands, it's an infinite totally flat plane. This is unrealistic and immersion breaking, imho.
Why not add some cliffs surrounding the areas you want to delimit the zone and maybe some slopes here and there? the church and graveyard for example could be located in a hill up inside the forest while the main city is in sort of a valley. The forest doesn't have to be completely flat.
I think it would be easier to set up the topology first and add elements on top rather than doing it all in a flat plane and have to move everything around later on.
If I wanted to help doing some contribution to the mapping or so, how would I get the latest version for it? I see the Github is empty.
- AnyOldName3
- Posts: 2684
- Joined: 26 Nov 2015, 03:25
Re: OpenMW Example Suite 0.18
I thought we were using that island which we had height data for as the terrain base?
Re: OpenMW Example Suite 0.18
I haven't seen the original island.esp, but the base region is indeed called "island".
However, the whole region is still just an infinite flat surface with water underneath.
It could also do with some swamp or dirty lake around the forest area.
However, the whole region is still just an infinite flat surface with water underneath.
It could also do with some swamp or dirty lake around the forest area.
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: OpenMW Example Suite 0.18
I was thinking about foresty area and leave the swamps until we have landscape editing... now we might have landscape editing, though. Might have a small swamp somewhere there.