OpenMW 2019 - 0.46 Shadows Showcase
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- Опубліковано 10 бер 2019
- 0.47 update: • Morrowind Remastered 2...
Just a small tribute with some graphics mods to the latest OpenMW nightly build and the hard work of AnyOldName3 ( / anyoldname3 . Shadow reimplementation is a major milestone for OpenMW and the first step on the road to graphical parity with MGE XE. I've been a huge fan of the project for several years now and always wanted to contribute but I lack any knowledge of programming, so I made this short video as a small token of appreciation.
Please note the game isn't playable like this as of yet, this is just a demonstration to show what OpenMW has achieved. My framerate was probably averaging in the low to mid teens and it was difficult to get shots that both looked good and ran above 20 FPS. A lot of the clips in the video are sped up 150% because of the low FPS. The shadows and water shader are the major bottleneck, with both of them turned off the game runs fine even with all the asset mods installed, though I do have a 1080 Ti and Ryzen 7 2700X. Hopefully we will see optimizations in the future.
Here is the modlist for those of you interested:
pastebin.com/Knt4Qc1y
Music is from Beyond Skyrim: Bruma OST by Daniel Ran. - Ігри
looks dope
MGEXE can only go so far as the morrowind base code will allow it. It and the new LUA functions are definitely nice. But with OpenMW in the long run damn near anything is possible.
"long run" is key. Probably won't see 1.0 for another 3 years, at least, with LUA quite a bit after that. Might as well just play Skywind or TES6, if it doesn't bomb.
@@ScriptedSloth OpenMW is already pretty much 1.0 in feature parity to the original, the reason they aren't releasing it as 1.0 is because the project includes the OpenMW-CS into account which doesn't have all the features of the original Construction Set is what I've gathered from reading the forum.
@@benign4823 They're also cleaning a lot of bugs and optimizing the OpenMW engine.
The long run will likely also see replacements to modern creation kit engines like new Vegas, possibly even Skyrim. They’re all based on the same engine made for Morrowind so it’s just a matter of continuously iterating features till you match newer games
They really do need to optimize that water reflection code. It kills my old CPU.
Amazing. This is the kind of thing that will attract new players
It never ceases to amaze me the love people still have for this game... Bravo sir!
The work being incorporated bit-by-bit into OpenMW's code is pretty damned good, to put it mildly.
Beautiful......This adds a new dimension to the atmosphere.....Looking forward to the release with shadows and AI pathfinding....
Wow, just wow. Keep up the great work!
Thanks for putting that together
Wow, looks great! Cant wait for the shader code optimizations. Some of these shots look on par with skyrim
Actually I think they look better
looks like the shadows are working....good work!...for me TES3 was the game that started me down the rpg path.
I've been waiting to play Morrowind for the first time until OpenMW gets their shadows back. Really great work,
I honestly had to dubble check if this really was morrowind and not a oblivion/skyrim mod.
This looks amazing!
Wow, thanks for sharing.
It's amazing
Шедевр 🤩🤩🤩
Morrowind is one of the coziest games ever!
bruh I thought I was looking at Skywind for a moment
kick ass.. modd the hell out of it..
Holy smokes, this SEVENTEEN year old game looks better than Skyrim did on release day!! I mean, the animations, meshes, and some other features of Morrowind are pretty outdated, but this looks phenomenally better than the original game, with or without mods.
Hot. Damn.
Wooow!!!!
Now all we need is HBAO and or SCAO
Flyyyyyy
Wow looks fantastic! Okay, a couple of questions:
1. Is it possible to look at your Settings config doc, coz my statics don't cast shadows (managed to have everything else cast though).
2. Is groundcover easy to install onto OpenMW? I've heard it's only compatible with MGE XE.
Thanks in advance and big thanks for the mod list
Make sure to have "terrain shadows" and "object shadows" both = true in your settings.cfg under [Shadows]. I can pastebin my whole settings.cfg if you want. For groundcover, the way it works in MGE XE is that a modder will manually place the grass, then you install the mod and load the grass .esp and generate distant statics in MGE XE then deactivate the grass .esp, MGE XE will now render the grass even though it's not technically loaded in your game. This is what allows you to walk through it. In OpenMW's case, you install the mod and load the grass .esp and that's all you can do because MGE XE doesn't work with OpenMW. The grass meshes need to have collision disabled in NifSkope for you to be able to walk through it, this is why if you install Vurt's grasses in OpenMW you can't walk through it, the game treats it as any other object with collision. Aesthesia Groundcover has collision disabled so it's compatible with OpenMW without editing the collision in NifSkope.
@@MizterMoonshine Fantastic, yes please if you could pastebin your cfg doc I'd appreciate it. Also, I guess you're using the latest nightly build? How fresh is it?
And a huge thanks for the groundcover clarification.
@@MizterMoonshine Three blessings, sera
Which ground cover mod is that you're using and what kind of frame rate hit are you taking from it? Great demo, btw! Thanks!
Jizzing atm
This looks extremely good. You should put your mod list in the description! :)
The information about the low frame rate that you posted on the forums would also be valuable.
The only thing that I don't love about this video is the Darkelf replacer. I find other replacers much better.
You are right, I updated the description. What Dunmer replacer do you use? MacKom's handpainted replacers are currently my favorite.
@@MizterMoonshine Personally, I don't like the "xy Redone" textures.
I'm not currently playing, so I can only name ones that I currently have on my hard drive (I think one is missing). Better heads, Westly's Master Head Pack X, Original faces. :)
Those aren't for Dunmers in particular.
@@MizterMoonshine Ah, and btw do you know which one is included in MGSO?
@@gnuling296 I have no idea, I haven't used MGSO since probably its first release.
@@MizterMoonshine, ah okay. Sadly, it isn't completely compatible with Linux but I remember that the faces left nothing to be desired.
21:9 🎉🎉
👌
Amazing work... However I can't find on the internet the vurt's parasols, where did you find it?
I took the parasols from Vurt's Ascadian Isles II mod and converted them to OpenMW in Nifskope, they are not available for download in an OpenMW format
*HOLY THALOSHIT*
this video blow up skyrim and TES VI (whatever it is)
Honestly, this looks way better than Bloomlivion and Fogrim
Bloom wasn't that bad with Oblivion but it also had the option for HDR. I can think of quite a few games which had worse looking overdone bloom.
In the openMW forums, there were a couple of threads about the importance of graphical parity with MGE. I’ve actually never used it, but from your video, it doesn’t seem like there’s too much disparity left, right?
Clarification: never used MGE, but played the hell out of openMW (0.39-0.43)
OpenMW doesn't have shader support, distant statics, or its own grass implementation yet. That's about it.
@@MizterMoonshine Do you mean a variable LOD implementation of distant statics? Currently they're rendered in full detail I guess.
But yeah, that's a pretty short list :)
@@notthedroidsyourelookingfo4026 Yes I do
Is that nice colored fog part of the vanilla game ? My OpenMW doesn't look like this, maybe there is an option to activate somewhere ?
The video is using a nightly build, not the released build. It's not ready to release yet, apparently.
I always wondered, will it be possible after 1.0 version to replace all the models in Morrowind with better ones with more polygons?
You can already do that. Its what mods are for.
As Janx14 said, this is already possible and certainly not within the scope of our engine project. We just provide an engine to render the game assets.
@@MrOpenMW So OpenMW will be able to handle a higher polycount/texture resolution than the vanilla game? I'm tempted to try my hand at modding. If only there was a newer .nif plugin for Blender!
Imma share this on my facebook page if you're okay with it
Sure
@@MizterMoonshine the page is called Morrowind Is Home, and it is now shared. Thank you for letting me use it!
His post brought me here and wow this is gorgeous. Excellent video
Can you test some of my normal-mapped textures in this build? I'm currently working on recreation of Vanilla textures in High Res.
Sure, send me a link. I am actually making a new video about normal mapped textures in OpenMW, I can put it in if you want.
@@MizterMoonshine here. Some textures are not yet finalized. It will take a lot of editing. I'm just thinking if I should put them on the nexus in this form and finish them later, or share them after they are finished.
drive.google.com/drive/folders/1hknbKFllygy0opsN5PD33-cONtsXcho7?usp=sharing
@@RazdorsGameChannelThey're decent but some of the available texture packs that cover more specific areas like lysol90's mods have a lot more detail, his mods make really good use of parallax maps. You could make more parallax maps to make your mod stand out.
@@MizterMoonshine Does OpenMW support parallax? I did not know that. I thought that OpenMW only supports bump mapping.
>>some of the available texture packs that cover more specific areas like lysol90's mods have a lot more detail
@@RazdorsGameChannel Yeah check out lysol90's Imperial Forts Normal Mapped, I think they're all parallaxed and they look amazing. What you say about optimization is true, and I did appreciate how close your textures are to vanilla style. Did you upscale them from vanilla by any chance?
It's the first time I'm gonna play this game. Which one should I install: MGE XE or OpenMW?
My intention is to play the main campaign and the vanilla quests (to know the story, etc.).
Setup: i5-4210U (4x 2,7GHz), 8GB RAM, GeForce 820M 2GB.
Maybe chill on the chromatic aberration.
Did you edit fog color in the morrowind ini? if so could you post your settings?
No I didn't, but I am using SWG Skies .iv
@@MizterMoonshine thanks
can you do another one now??? ^^
I just wish openmw's distant terrain was better optimized
Помимо Open MW еще мод на графику?
Да, и не только. У автора видео целый список модов (см. в описании).
May I ask for a list of the mods you used?
May I ask you to read the description? Jk. But seriously.
Haha, thanks. I did read it before but somehow skimmed the link! @@MizterMoonshine
how is performance now that .46 is right around the corner?
Framerate is 10
This video is ancient lol
Pretty as
How did you get ver 0.46?
From the nightly thread on the forum
Mod list, please...
RTX: On
how the fuck do you enable this? ive got the latest nightly of openMW and i cant find options for shadows anywhere. this is really annoying
Due to certain pre-1.0.0 limitations, we don't provide in-game settings for shadows yet, so you have to modify the settings.cfg file in your local OpenMW directory. Have a look at our settings documentation and a helpful post from our forums:
openmw.readthedocs.io/en/latest/reference/modding/settings/shadows.html
forum.openmw.org/viewtopic.php?f=38&t=5740&start=30#p61607
I hope this helps to clear things up.
for a new engine it runs like ass man
its early build