Search found 1066 matches
- 24 Sep 2015, 15:56
- Forum: General
- Topic: Is an animation duration based on time or on frames?
- Replies: 23
- Views: 8979
Re: Is an animation duration based on time or on frames?
Where did you find those values? I'm interested, but my guess is that they are not NPC cast-times (maybe alit, because their cast time is super fast). As for how I got mine, I had to butcher the anim.1st.nif and anim.nif in Nifskope before I could load it up in Blender. I don't even know what I did ...
- 22 Sep 2015, 07:33
- Forum: Feature Requests and Suggestions
- Topic: Spell chance for power to show as 0 on hud when used.
- Replies: 2
- Views: 2115
Re: Spell chance for power to show as 0 on hud when used.
You're right. Tested in vanilla Morrowind. When you cast a power, then red bar on your spell icon next to weapon icon goes black. However in OpenMW it stays full (red).
- 18 Sep 2015, 22:55
- Forum: General
- Topic: Is an animation duration based on time or on frames?
- Replies: 23
- Views: 8979
Re: Is an animation duration based on time or on frames?
Oh, I finally get what you' want out of this. Unfortunately I'm not sure that it's possible to do the switch without the player beng able to notice and still keeping the summoning magic sprite effects. Gotta wait until the de-hardcoding of spells in 1.2 or 1.3 OpenMW.
- 18 Sep 2015, 22:01
- Forum: General
- Topic: Is an animation duration based on time or on frames?
- Replies: 23
- Views: 8979
Re: Is an animation duration based on time or on frames?
Alright. I have never done this, but here's what I would do. Figure out how this guy scripted his spells - http://www.nexusmods.com/morrowind/mods/3915/? Make a spell that does nothing (fortify fatique 1 point). Then, at the right frame, the script that runs after you cast the spell (or however his ...
- 18 Sep 2015, 21:41
- Forum: General
- Topic: Is an animation duration based on time or on frames?
- Replies: 23
- Views: 8979
Re: Is an animation duration based on time or on frames?
I ripped these lines from base_anim.1st.nif file. It is an animation file containing your character animations in first person mode. 5865/SpellCast: Target Start - This starts casting a ranged target type spell. 5893/SpellCast: Target Release - The moment the fireball or lighting bolt or whatever sh...
- 18 Sep 2015, 21:18
- Forum: General
- Topic: Is an animation duration based on time or on frames?
- Replies: 23
- Views: 8979
Re: Is an animation duration based on time or on frames?
The casting speed is tied to the animation files. Here's the text form: 5865/SpellCast: Target Start 5893/SpellCast: Target Release 5925/SpellCast: Target Stop Btw I think my memory was incorrect. It should be 25 frames 1 second. I'm not sure what exactly happens when you get to 10 fps, but here's m...
- 18 Sep 2015, 12:10
- Forum: General
- Topic: Is an animation duration based on time or on frames?
- Replies: 23
- Views: 8979
Re: Is an animation duration based on time or on frames?
As far as I know, 15 frames is equal to 1 second.
- 18 Sep 2015, 05:52
- Forum: Organisation and Planning
- Topic: OpenMW 0.37.0 (?)
- Replies: 370
- Views: 186224
Re: OpenMW 0.37.0 (?)
To me shadows aren't even important (I prefer to play without them). I'd be perfectly okay with them being done in later versions (0.39.0?). Object Selection in Open-CS? Gimme dat. The game is quite playable, but the editor seems to lag behind in capability, so even if it's just 1 small improvement ...
- 17 Sep 2015, 09:29
- Forum: Feature Requests and Suggestions
- Topic: Timedemo recording and export timedemo to Blender
- Replies: 3
- Views: 2111
Re: Timedemo recording and export timedemo to Blender
If it's just a giant rectangle with textures pasted onto it, then why not. :lol: Sometimes high poly count isn't what makes the atmosphere. And they're simulating real life buildings - which are mostly unimaginative rectangles in the cities GTA takes place in. I remember playing Saints Row 4 and bas...
- 17 Sep 2015, 06:34
- Forum: Feature Requests and Suggestions
- Topic: Timedemo recording and export timedemo to Blender
- Replies: 3
- Views: 2111
Re: Timedemo recording and export timedemo to Blender
Can't even import/export latest blender meshes directly into nifs for Morrowind to use at the moment. That aside, Morrowind is much more complex. I believe each Minecraft box is 12 triangles. A mesh the size of that in Morrowind can be 10 or 20 times higher. The total of triangles in that video is s...