Search found 93 matches

by Berandas
28 Aug 2014, 19:38
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Asset Update to Ogre3D Discussion Thread

Yes, but there are not entirely new models, these are mostly enhanced original models. Also the goal of this Morrowind mod is not to create content for non-Morrowind games or mods. As is stated in the guide and was mentioned in this thread several times, when our aim is to keep the original feel of ...
by Berandas
28 Aug 2014, 19:12
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Asset Update to Ogre3D Discussion Thread

Okay people...we have to talk... After yesterday's conversation with Pherim and today's experiments with meshes, I'm getting the impression that creating new unwrap on meshes cannot be avoided. Adding more geometry, while keeping the original unwrap as much as possible usually ends up with very unpl...
by Berandas
27 Aug 2014, 21:22
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Asset Update to Ogre3D Discussion Thread

Hello, Pherim! You have a valid point about the trees and objects like that, that's definitely a thing we should discuss about. Practically I agree with the fact that trees should be "updated" both in polycount and overall shape, but don't forget, that Vvardenfell isn't the only place where the mesh...
by Berandas
22 Aug 2014, 10:16
Forum: Feature Requests and Suggestions
Topic: [editor] Blender/OpenCS integration (post 1.0)
Replies: 18
Views: 4420

Re: [editor] Blender/OpenCS integration (post 1.0)

For example, if I wanted to make an exterior cave, I could stick a bunch of simple rock meshes together to give it basic shape, then merge them all and rebuild the mesh based on that shape in blender. This is basically creating prefab from the assets. No need to move something back to the modeling ...
by Berandas
21 Aug 2014, 20:57
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Updating original assets to Ogre3D

Creating standalone Assets for OpenMW engine and creating replacement mod for Morrowind assets are two completely different things. OpenMW can have Example suite composed of new assets (since the scenes would be built after the assets are done), but you can hardly have Morrowind made of completely n...
by Berandas
21 Aug 2014, 19:30
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Updating original assets to Ogre3D

Hello Domsson and welcome onboard! :-) I'll try to answer some of your questions. The style - as mentioned before, the aim is to keep the same feel as vanilla Morrowind, basically this means to make meshes as identical as possible, just with more details. Because of this condition, all the remade me...
by Berandas
21 Aug 2014, 10:12
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Updating original assets to Ogre3D

Animation Blend Trees - See here Example usage - If a character is walking we can blend 2 or more animations together such as walking, Head movement, etc http://vimeo.com/2007054 This is something I would definately like to see, layered animations, smooth transition between animations, separate ani...
by Berandas
21 Aug 2014, 10:05
Forum: Feature Requests and Suggestions
Topic: [editor] Blender/OpenCS integration (post 1.0)
Replies: 18
Views: 4420

Re: [editor] Blender/OpenCS integration (post 1.0)

How often do you need to see the mesh during it's creation process in the CS? I usually add only finished meshes into the CS...on the other hand I also have to open them in NifSkope and check the scale, transparency, alpha blending and other things for errors before importing. Actual real time updat...
by Berandas
20 Aug 2014, 11:00
Forum: General
Topic: Collab program testing
Replies: 6
Views: 2004

Re: Collab program testing

Basically we need to create a database of profiles, those profiles are forms containing some information and files, it would be nice if we could add elements such as textboxes and checkboxes, so everything could be easily sorted by our criteria we need, also files need versioning. And it should be f...
by Berandas
20 Aug 2014, 08:09
Forum: General
Topic: Asset Update to Ogre3D Discussion Thread
Replies: 113
Views: 42098

Re: Updating original assets to Ogre3D

As for the textures, I would go use the same procedure as for meshes - look foor what's already done. But don't be hasty, we don't even have meshes in process, so let's wait with textures for now. Everyone talking about hipoly sculpts, but as I mentioned before, it's quite unnecessary to create hi-p...