Archive for the ‘lxmorrowind’ tag

Morrowind Terrain

without comments

Pulled in the LAND record’s VHGT sub-record and now have terrain rendering in LxMorrowind:

Heightmaps from Morrowind

Admittedly, it looks a bit odd without any water yet…

Update

Added in a fixed semi-transparent plane at Z=0 for the water as well as adding support for the LTEX sub-record (i.e. texturing), though it’s not yet selecting the right textures and is instead applying the same texture to the whole exterior cell landscape:

A start at landscape texturing and some simplistic water

Update II

Not right yet, as the brick texture doesn’t seem like it should belong there (an indexing problem? an orientation problem?) – but the landscape code is now loading multiple textures as well as blending them together at the seams (TES3 supports up to two textures being blended. LxMorrowind will blend three – blending all four at the corners would have required 9 texture units in the worst case given the current implementation, so I stuck with three for the time being).

Multiple textures being blended. Not the right textures yet, but still...

Also, I’m simultaneously working on the physics aspect of this viewer app. I should write a post on “Collision Detection vs. Physics Simulation”…

Written by arthur

July 18th, 2011 at 8:56 pm

LxEngine Progress

without comments

Here’s a quick (36 seconds) video of LxEngine displaying the “Ebonheart, Skyrim Mission” cell from Bethesda Softworks’ The Elder Scrolls III: Morrowind:

The engine is only rendering the data and playing the music (no physics, no gameplay, etc.) but still it’s progress.

(And, yup, the video title most definitely accidentally says “Morrowind data game” instead of “Morrowind game data”. Oh well. It is v0.0.2 after all. Later releases will feature proper grammar.)

Written by arthur

July 15th, 2011 at 4:25 pm

Posted in lxengine

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