Archive for the ‘lxmorrowind’ tag
Morrowind Terrain
Pulled in the LAND record’s VHGT sub-record and now have terrain rendering in LxMorrowind:
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:
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).
Also, I’m simultaneously working on the physics aspect of this viewer app. I should write a post on “Collision Detection vs. Physics Simulation”…
LxEngine Progress
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.)



