Until now that is.Ĭody Glassman aka wazabear finally added a post-processing framework to OpenMW. OpenMW users had to pretend that they had nice things like bloom, HDR, ambient occlusion, godrays or motion blur - all while the game in reality looked dull and boring. This is often done through post-processing shaders, something MGE XE (a third-party tool for vanilla Morrowind.exe) users have been enjoying for a long time already. The lighting effects, the colours and so on. When you play modern 3D games and compare them to older ones like Morrowind, you’ll most likely notice a certain "punch" in the look of the game that the older games lack. You’ll read about these changes in the changelog of the upcoming 0.48.0 release. This post will only cover the latest progress by the way: there are a lot of things that have happened since last time we had a blog post, but we won’t really be covering those here. But that’s okay, since what OpenMW lacks in public relations, team team makes up for in development - and we have some huge news for you this time. Almost half a year has passed since the last development blog post.
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