I actually don't care about the town scenes, etc. probably as much as most players.
But... that alone says, "nope, we didn't put in a solution to auto-generate navmeshes and we're doing it by hand again" :facepalm:
I don't care about the Companions; again, that may be done or not done...
No, seriously, I'm just kind of annoyed at this point, watching all of the pre-release footage that's available.
None of the stuff up to now looks like a game I want to buy yet :roll:
-->back to the usual fanboi stuff, or flaming me, or whatever. Honestly, I was planning to mod this thing...
I still haven't found out whatever's causing the reflection maps to render to black, folks. I think this is indefinitely delayed; at the moment, the only solution appears to be nuking all of my work on shaders and materials and starting over, which would take months, and I'm working on a video...
Honestly, I'd love to be able to push this out as it is... other than the reflections not working and water looking pretty terrible :dead:
IDK... maybe I'll just make all the Scenes not have water until I get that figured out, lol.
Hey, everybody. I've hit a major engine-related roadblock with the project. I'll let you know if it gets resolved and I can move forward again. Meanwhile... I built what I thought was the best grass we've ever had. I finally tackled that issue and I was really happy with it.
To be really...
I mean... we're obviously going to see 64-bit for Linux / Mac OS. That's been announced.
When for Windows?
This is kind of a Major Big Deal for modders, especially if the core memory limitations are finally addressed and the game can make use of larger memory amounts for the vertex buffers...
Hmm. Hit another dead end.
The issue here's straightforward; whatever the reflection-rendering process is, it's simply not working right now.
Maybe the issue here is that this has been broken by the latest engine update; it's pretty clear that TW's moving to a GLSL-only setup, and maybe...
Hmm. I'll look at that. I'd sure like some sort of solution; this is, honestly, rather puzzling; seems like it should've broken everything, but nope, we're fine, other than not working as it's supposed to.
I just tried transmogrifying the UVs. Nothing doing there, so yeah, your theory's correct; the UVs don't matter at all.
So the puzzle is... what's preventing it or anything else from being drawn to the reflection pass? There must be something pretty simple that's Do Not Pass Go here.
Hmm. The UVs on the TW ones are surely too, er, sloppy to be being used for some fancy reflection-map stuff, though? I mean, the UVs are a little odd... basically just a cylindrical projection map, with off-center UVs. So, IDK. I'll test this theory out, though I'm somewhat dubious.
Hmm. That didn't work. Neither did trying to force the shader. So... yeah, the map skybox is using some variant shader, not skybox_shader (surprise, surprise).
Sooooo... yeah. Is there some weird mesh that is used for the map skybox?
Nope, that didn't fix the skybox, unfortunately.
So... yeah, two unrelated problems. The first one (reflections aren't rendering at all) ... IDK what's up with that, at all.
The map skybox... it's possible, if unlikely, that the issue is that the shader's doing something bizarre there. I'll...
OK, I've got two issues here.
Both issues are not happening in Native, so I suspect I've stumbled into something rather nasty and hard-coded indeed. Just not quite sure... where, yet, lol.
1. Reflections just aren't rendering, period.
I've tested my shader, and it's not the shader; if I...
Well... I'm sorry to report that I've hit a major, maybe-even-showstopping problem with my mod :facepalm:
Somewhere along the way, it appears I've deleted whatever-it-is that enables both map skyboxes and, more critically, the reflection-map is rendering to black.
Just... black. No crash...