openmw-shaders
Photorealistic shaders for Morrowind (by zesterer)
openmw
By gitlab-OpenMW
openmw-shaders | openmw | |
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18 | 103 | |
78 | - | |
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4.2 | - | |
4 months ago | - | |
GLSL | ||
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The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
openmw-shaders
Posts with mentions or reviews of openmw-shaders.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-12-01.
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where is my resource directory?
This one https://github.com/zesterer/openmw-shaders
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Odd shader reflection issue
I'm using Zesterer's OpenMW Shader Pack, Zesterer's Volumetric Cloud & Mist Mod, and Vtastek's OMWFX Shaders. From what I'm able to tell, the OMWFX pack is not the original but it appears to be more up-to-date.
- OpenMW: Open-source TES3: Morrowind reimplementation
- OpenMW Nightly, Android. How can I add Sunflares?
- Possible to replicate the colors of the MGSO/MGE mods on OpenMW?
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The Elder Scrolls III: Morrowind is free right now on Amazon Prime.
That gallery is also showing off Zesterer’s shaders
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Just an fyi to everyone
The most recent Official Build (Release 0.47) has distant land, realistic water, and I'm pretty sure it has active shadows too, as well as [limited] Support for some shaders. And the latest OpenMW (Pre-Release 0.48 or a Development Build) most definitely has some high-quality shader capabilities, plus the capability to use Physically-Based Rendering, Realistic Physics-Affected Volumetric Effects, as well as Post-Processing.
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Trouble getting some shaders to work on 0.48
I've spent the last few hours tearing my hair out over this. I've been trying to set up OpenMW 0.48 (downloaded from where it says "Windows RC4" here) with shaders, but one of the main shader packs doesn't show up in-game. I've successfully installed Zesterer's volumetric clouds and photorealistic shader packs. However, I can't get this shader pack to work. I've tried extracting to C:\Program Files\OpenMW 0.48.0\resources, as well as extracting it to its own mod folder and adding that as a data directory in the launcher. Either way, none of the included shaders appear as options when I press F2 in-game. What could be going wrong? Am I missing something?
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Is there support for Godray shaders on openMW?
yes, Cody Glassman has a godray shader that works pretty well among other ones, although the readme file is not very helpful. You should get zesterer's shaders as well. If you've got the data source correct in openmw.cfg and postprocessing enabled in settings.cfg then they should all show up in the shader list when you hit F2.
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OpenMW? Or MCP + MGE XE?
0.48 supports post-processing shaders, there aren't that many out there yet though. You can try them out with the dev build and a shader collection like https://github.com/zesterer/openmw-shaders
openmw
Posts with mentions or reviews of openmw.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-09.
- [Release] Animation Blending
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Do you advise to play on 0.48 RC or nightly build?
I heard that the weapon hit time problem and some of the AI magic use (notably Snowy Granius no longer summoning his skeleton) are currently fixed (or partly for the magic use AI) in Nightly, as well as some new features like volumetric fog.
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Now that the dust has settled...
specifically, I wanted to talk about their post that they kept mentioning- https://gitlab.com/OpenMW/openmw/-/issues/5270
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Steam Deck Tracking Playtime
I couldn't find a way to get this to work. Openmw version .48 downloaded from the GitHub has terrible performance issues when ran using the launch options %command%. I'm talking about using the launch options file path for Morrowind when launching in Steam. It works fine in desktop mode when launching via openmw-launcher and supposedly has to do with the steam os overlay? https://gitlab.com/OpenMW/openmw/-/issues/7498 The flatpak works fine when added as a non steam game but is there a way to launch openmw and track playtime for Morrowind? It's easy on windows to do just by renaming openmw launcher to Morrowind launcher.exe in the game folders. I've read a potential solution is running the Windows version with proton but wish it would be able to work with the native Linux builds.
- How long do OpenMW builds stay in the RC phase?
- Shadows disappearing when I'm at the wrong angle! whoops!... any ideas? absolutely stumped.
- OpenMW: Open-source TES3: Morrowind reimplementation
What are some alternatives?
When comparing openmw-shaders and openmw you can also consider the following projects:
openmw-volumetric-clouds - A volumetric clouds mod for OpenMW
TES3MP - Multiplayer for OpenMW, a reimplementation of The Elder Scrolls 3: Morrowind's engine.
openmw
portmod
omwfx-shaders
openmw - OpenMW is an open-source open-world RPG game engine that supports playing Morrowind. Main repo and issue tracker can be found here: https://gitlab.com/OpenMW/openmw/
openmw-android - OpenMW for Android
daggerfall-unity - Open source recreation of Daggerfall in the Unity engine
rtx-remix - Combined repo for the RTX-Remix runtime
OMW - OpenMW for Android
Gource - software version control visualization