Search found 82 matches

by Lamoot
30 Aug 2016, 20:30
Forum: Example-Suite
Topic: OpenMW Example Suite 0.14
Replies: 44
Views: 15763

Re: OpenMW Example Suite 0.14

In recent Blender versions you can leave the DPI as it is and switch Virtual Pixel Mode from Native to Double. It's located just below the DPI settings.

No idea about 2.49, that was way before any fundamental UI changes were made.
by Lamoot
29 Jul 2016, 09:18
Forum: Editor Development
Topic: Configurable Keybindings (and missing shortcut keys)
Replies: 16
Views: 10180

Re: Configurable Keybindings (and missing shortcut keys)

Maya control scheme is: * Rotate view - ALT + LMB * Pan view - ALT + MMB * Zoom view - ALT + RMB Then for selection and manipulation LMB is used, while RMB gives you a context menu. Same view controls are default in Unity engine, while Unreal Engine and Godot have a preset to switch to Maya scheme (...
by Lamoot
28 Jul 2016, 15:16
Forum: Editor Development
Topic: Configurable Keybindings (and missing shortcut keys)
Replies: 16
Views: 10180

Re: Configurable Keybindings (and missing shortcut keys)

It'd be useful to have familiarity between open source programs in OpenMW pipeline. Under "Scene", the following shortcuts would make 3d view controls closer to how they are in Blender. (GIMP and Inkscape also use MMB to move the view around) scene-navi-primary - MMB scene-navi-secondary - SHIFT + M...
by Lamoot
26 May 2016, 10:27
Forum: Feature Requests and Suggestions
Topic: OpenMW pipeline from a perspective of an art asset creator
Replies: 4
Views: 2890

Re: OpenMW pipeline from a perspective of an art asset creat

Thank you for the replies, these are also all good points you mention. I played with the 3d navigation settings and the following values feel much more comfortable if you're coming from Blender. MMB for view navigation, RMB for select, LMB to edit. I tweaked and tested the values until it felt right...
by Lamoot
23 May 2016, 14:51
Forum: Example-Suite
Topic: Proposal for getting this project done
Replies: 51
Views: 12790

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: 2500

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: 6884

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: 2890

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: 2022

[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: 3953

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...