Search found 78 matches

by Lamoot
23 May 2016, 14:51
Forum: Example-Suite
Topic: Proposal for getting this project done
Replies: 51
Views: 11427

Re: Proposal for getting this project done

The project isn't directionless, it is just slow because of the time it takes to create assets necessary to make a demo. To chime in, there are bottlenecks in the assets pipeline that also contribute to the time and effort it takes to put something in OpenMW. https://forum.openmw.org/viewtopic.php?...
by Lamoot
19 May 2016, 15:05
Forum: General
Topic: blender/osg exporter ambient setting
Replies: 7
Views: 2335

Re: blender/osg exporter ambient setting

There are two values that affect this. First is, as you mention, ambient color set in the world panel. Then you also have a per-material value, under materials -> shading panel -> Ambient. This controls the strength of the ambient world light for that material. By default, the assets are too dark fo...
by Lamoot
14 May 2016, 14:08
Forum: General
Topic: How to import .osgt file into OpenMW-CS
Replies: 33
Views: 5989

Re: How to import .osgt file into OpenMW-CS

openmwfan27, could you post the .blend file as well as any textures you're using?
http://www.pasteall.org/blend/

I went through the exporting process thoroughly and found many ways in which you can make your material look odd and it'll be easier to inspect it with a .blend file.
by Lamoot
13 May 2016, 13:38
Forum: Feature Requests and Suggestions
Topic: OpenMW pipeline from a perspective of an art asset creator
Replies: 4
Views: 2707

OpenMW pipeline from a perspective of an art asset creator

Greetings, I've been testing the art pipeline of OpenMW and CS in the last couple of weeks, during which I encountered several things getting in the way. Some of them are already well-known or on the roadmap, but I'm including those as well. My purpose is to give a thorough overview from an artist's...
by Lamoot
06 May 2016, 13:11
Forum: Join the team
Topic: [Solved] Wiki editor for art assets pipeline
Replies: 0
Views: 1887

[Solved] Wiki editor for art assets pipeline

Hello I'd like to help with the wiki, mainly adding guides on how the pipeline for art assets works. Here's are the findings about object scale from Blender to OpenMW, which are a very basic thing missing from the wiki. https://forum.openmw.org/viewtopic.php?f=3&t=3495 I also tested how Blender's ma...
by Lamoot
22 Apr 2016, 21:41
Forum: Feature Requests and Suggestions
Topic: New models and their scale
Replies: 10
Views: 3612

Re: New models and their scale

Cool, it makes sense to someone else as well :) For various props it isn't that much of an issue of having an exact scale, even when it benefits the workflow (no trial and error when trying to achieve a specific size). For modular environment parts it's more important so that various tiles fit toget...
by Lamoot
22 Apr 2016, 15:58
Forum: Feature Requests and Suggestions
Topic: New models and their scale
Replies: 10
Views: 3612

Re: New models and their scale

Thank you for all the informative replies, it's very helpful in understanding what's going on. According to Oblivion's scale page, an average person of scale 1.0 has 6 feet, which is around 182cm, as Pherim mentions. So if we agree that the guard is 6 feet tall and seeing he roughly fits a 130 units...
by Lamoot
22 Apr 2016, 12:22
Forum: Feature Requests and Suggestions
Topic: New models and their scale
Replies: 10
Views: 3612

New models and their scale

Hello, First of all, great work on OpenMW engine and editor, I'm really excited about the possibilities it offers and how I can play original Morrowind on it. 8-) Recently I started getting models from Blender to OpenMW CS via OSG native format. I'm at a point of figuring out the relation between Bl...