Distant Lands and OpenMW

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CMAugust
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Re: Distant Lands and OpenMW

Post by CMAugust » 07 May 2020, 10:06

It looks like you don't have radial fog enabled. :)

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heilkitty
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Re: Distant Lands and OpenMW

Post by heilkitty » 07 May 2020, 19:14

Oof...
As for distant objects, I had to adjust settings a little bit to get a decent performance:

Code: Select all

object paging merge factor = 500
object paging min size = 0.02
object paging min size merge factor = 0.5
object paging min size cost multiplier = 40
Also, reduced view distance from 10 cells to 6 (also because I don't wanna see the bloody Ghostfence from Tel Mora) and "exterior cell load distance" from 2 to 1.
Lava seems to be flickering even more, than usual.
Loading the save (loading the cell, to be precise) took a long time the first I ran OpenMW on this branch, but now it seems fine and dandy, so maybe it was just a fluctuation.
Anyway, these are my first impressions (apart from that the feature itself is impressive).
In Soviet MoЯЯowind, Almalexia kills YOU!!

CMAugust
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Re: Distant Lands and OpenMW

Post by CMAugust » 07 May 2020, 21:45

Lava flickering can be improved by using a higher near clip in [Camera], like 10. Glad you have it working otherwise.

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heilkitty
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Re: Distant Lands and OpenMW

Post by heilkitty » 08 May 2020, 06:43

Had an issue with Ebonheart Grand Council towers: https://youtu.be/PASCwuXQbag Couldn't repeat it with vanilla, though. Maybe it's because of some mesh replacer.
In Soviet MoЯЯowind, Almalexia kills YOU!!

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akortunov
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Re: Distant Lands and OpenMW

Post by akortunov » 08 May 2020, 07:39

The only way to have a seamless lava transitions is to use static meshes with single texture for lava.
As for Ghost Fence flickering, there are replacers which add NiZBufferProperty to the Ex_Gg_Fence_S_01.nif. This property allows to fix the issue.

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heilkitty
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Re: Distant Lands and OpenMW

Post by heilkitty » 08 May 2020, 17:49

heilkitty wrote:
08 May 2020, 06:43
Had an issue with Ebonheart Grand Council towers: https://youtu.be/PASCwuXQbag Couldn't repeat it with vanilla, though. Maybe it's because of some mesh replacer.
The same issue with TR's Old Ebonheart. Relevant log messages (as far as I can tell):

Code: Select all

RootCollisionNode is not attached to the root node in meshes/x/ex_imp_guardtower_02.nif. Treating it as a common NiTriShape.
RootCollisionNode is not attached to the root node in meshes/x/ex_imp_keep_02.nif. Treating it as a common NiTriShape.
RootCollisionNode is not attached to the root node in meshes/f/furn_guarcart00.nif. Treating it as a common NiTriShape.
In Soviet MoЯЯowind, Almalexia kills YOU!!

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akortunov
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Re: Distant Lands and OpenMW

Post by akortunov » 09 May 2020, 19:26

heilkitty wrote:
08 May 2020, 17:49
Relevant log messages
These warnings affect physics system, not rendering.

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