Search found 1615 matches

by Chris
13 Jul 2012, 16:57
Forum: Organisation and Planning
Topic: OpenMW 0.17.0
Replies: 138
Views: 112690

Re: OpenMW 0.17.0

I'm currently working on getting Ogre to handle animations, though I'm not sure if it's best to target 0.17 for them at this stage. I suppose it'll depend on how quickly I can get things back into shape.
by Chris
12 Jul 2012, 17:55
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

In the example argonian skin file, there is no "Bip01 Chest" or "Chest" Node. "Tri Chest" is attached directly to "Bip01". It would still work if Bip01 belongs to the body/chest part (which would make sense for it to). Though at this point, I don't have a str...
by Chris
12 Jul 2012, 03:09
Forum: General Development
Topic: Acrobatics Task
Replies: 90
Views: 38404

Re: Acrobatics Task Update

Adding to the problem is that Morrowind's starting velocity for a jump is ever so slightly randomized. Not by a whole lot, and I suspect it's more an error in the game engine than a specific setting, but a series of tests and calculations show that the error does exist. Do you have a steady, solid ...
by Chris
12 Jul 2012, 01:10
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

Basing on the bones the NiTriShape is weighted on sounds really really bad. What if two parts use the same bones? Are you going to specify every bone each nitrishape uses to filter out the part you want? Are there any parts that share a common bone? Basing it on the parent node also sounds bad. Tak...
by Chris
11 Jul 2012, 20:38
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

Part selection by the NiTriShape name seems to work great. I have yet to encounter a problem with it. Don't see why it couldn't work with the new animation system. It sounds like a risky method that isn't future-proof. I think basing it on the bone(s) that the NiTriShape is weighted on or is a chil...
by Chris
11 Jul 2012, 15:32
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

The question on knowing which part is what can be inferred from the esm data. I mean in the NIF. The different parts are NiTriShapes, but the record name for the NiTriShape won't be good for pragmatically telling what it belongs to, and each part can have multiple NiTriShapes associated with it. Th...
by Chris
11 Jul 2012, 13:44
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

I had some tiny graphical miss alignments in my code before I fixed them. I'll try and recreate the problem again and report back on exactly how I did it. That would help a bunch. Thanks. :) For npc's there is no nif defined in the esm. You have to infer from the race which of the nif,s to load. (A...
by Chris
11 Jul 2012, 10:38
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

For the non skinned meshes how do you handle the left hand body parts? There is generally only one body part for both sides of the body and you have to rotate the body part to make it fit properly. The rotation though has to happen at the right point. If you just rotate the tri shape data by 180 in...
by Chris
11 Jul 2012, 03:24
Forum: General Development
Topic: Making better use of Ogre's capbilities?
Replies: 209
Views: 106844

Re: Making better use of Ogre's capbilities?

Chris Are you still having issues with rendering some NPC's? I have some thing that read's NiF's and can display them in opengl (doesn't use ogre or c/c++ but the general principals still apply). I used to get mis aligned meshes when I mapped them to skeletons (the non skinned ones) but have things...
by Chris
03 Jul 2012, 00:13
Forum: General
Topic: Alchemy
Replies: 110
Views: 39976

Re: Alchemy

We have figured that part out already. Quoting myself: Misc skill (with a GMST value of 1.25): g = (n+1)*0.625 Minor skill (with a GMST value of 1.00) g = (n+1)*0.400 Major skill (with a GMST value of 0.75) g = (n+1)*0.375 btw. this is consistent with your findings. The problem is how to integrate ...