Nice. I'm glad you're sticking with the old Valve models as a base instead of the gearbox models.
Nice. I'm glad you're sticking with the old Valve models as a base instead of the gearbox models.
Very nice on the details. The thing that I wouldn't be looking forward to is creating a lot of brush props for this. That will be painful work. That prefab map is going to be huge.
I'm not sure if you are already doing so (and in fairness, it's been years since I went near gldsrc or quake editing) but IIRC one of many features with ZHLT is that it allows you to customize the brightness of transparent surfaces affected by lightmaps. It could help this glass window blend a little better with the lighting coming from within the security room.
I really like the cute details of the brush work (for visual interest) on display here and in your other screenshots.
The moody lighting gives it a System Shock 2 kinda look to it too.
A bit of late reply, but Which areas would you recommend any special attention during testing?
You could try "We ain't got Hostiles" if you want to go for grammatically broken US slang.
Update to my previous comment:
The error was caused by two mods "Illuminated Windows v1.2.esp" & "Illuminated Windows - Bloodmoon v1.2.esp" which don't play well with MW Rebirth. No problems encountered without them. :)
Hey trancemaster, great mod as usual. Been playing it on and off since 2.X and your dedication to your mod is impressive stuff indeed.
Anyway, there's just three small and amusing errors around the Arvel Plantation. One floating doorway leading into a storage shack, a floating thatch roof of the doorway with chimney smoke, and one rogue light. All fairly close to each other. The storage shack exterior doesn't possess a door, but I think you can assume why that is the case. ;)
I'm only using your mod with a few other mods such as LGNPC (dialogue only), Madd leveler, and Windows Glow. No texture mods, static/landscape mode (excluding your mod) or anything too fancy. Using OpenMW 0.43.
And alchemy has a craptastic synergistic interrelation with enchanting once you figure how to really break the game. I get the impression Oblivion had enchanting removed for this very issue. But then there's the economic imbalance caused by your factory output of potions of feather...
But these are issues in the standard Morrowind experience. Still it is strange that Trancemaster didn't make a slightly less punishing version of BtB's balance changes for his mod. BtB's really does "fix" a lot of the balancing issues of MW.
EDIT: So I guess it would be nice if Trancemaster made Rebirth a little more compatible with BtB's balance mods. Especially with the introduction of new weapons, ingredients, and treasure. I considered doing this myself by taking a list of the new stuff and balancing them against the old stuff in BtB's mod, but I'm a lazy git.
For the dynamic muzzle flash alone I am actually going to give this a go. :)
Was going to recompile Source to a achieve this, but I am grateful some one else has saved me the effort of doing it myself. Looking forward to the illuminated fire too. To be honest, I may end up fiddling with the code anyway - I fancy tweaking the accuracy cones of the Combine/CP/MP to be conservatively better than HL2 retail, but not as sharp as the episodic Combine accuracy. Might nerf the rebel accuracy an itty bit while I am at it. Really wish Valve added a convar for player/AI weapon accuracy, but I guess they (mostly) know best.
Quick question though (And I apologise if this is not the appropriate place to ask): Does the dynamic fire lighting affect map ent fire and burning gibs/corpes?
EDIT: I am an idiot and didnt watch your video demonstrations.
I'm going to guess not. I'll ask, but I'd imagine it's a feature planed for 1.0+.
Edit: As for the nerfs, I'm good with them. I'd have went a bit further and only allow the creation of CE enchantments with enchantment merchants. xD
Hey trancemaster_1988, nice mod (first time playing it) and glad to see the steady updates coming in. Noticed you nerfed some of the more abusable custom constant effect enchanting... Damn. ;P
Anyway I'm currently playing 3.81 through OpenMW 0.40, is it possible to update the saves on OMW to prevent various problems such as NPC doubling? Cheers and best wishes man.
Looking forward to it.
I'm deciding whether to leave this until after the campaign has been fully developed or not. I've already done so with Drk's Une nuit à Rocksbourg series, a series that I've had the pleasure of playing just the first mission as yet, and I don't know if I can hold out for two campaigns. Ha! First world problems, eh?
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