Search found 57 matches
- 28 Nov 2016, 05:13
- Forum: Off Topic
- Topic: NifTools 3ds max plugins and character animations
- Replies: 13
- Views: 9549
Re: NifTools 3ds max plugins and character animations
In the end I was able to export xpmse to morrowind (with garbled animations and etc, but it's my fault and i'll think about it later). 3ds max 2010x64 and 2011x64 are working fine with niftools-max-plugins-3.8.0.0fc6f5f And after manually adding bounding box, characters are staying on the ground. C...
- 25 Nov 2016, 04:08
- Forum: Off Topic
- Topic: NifTools 3ds max plugins and character animations
- Replies: 13
- Views: 9549
Re: NifTools 3ds max plugins and character animations
Thanks for tutorial! In the end I was able to export xpmse to morrowind (with garbled animations and etc, but it's my fault and i'll think about it later). 3ds max 2010x64 and 2011x64 are working fine with niftools-max-plugins-3.8.0.0fc6f5f And after manually adding bounding box, characters are stay...
- 22 Nov 2016, 06:01
- Forum: Off Topic
- Topic: NifTools 3ds max plugins and character animations
- Replies: 13
- Views: 9549
Re: NifTools 3ds max plugins and character animations
Hello. I don't know which version is best for 3Ds Max but most likely the reason characters are falling through the floor is that they are missing a collision box. The collision box is added manually in Nifskope. xbase_anim.nif contains the collision box which is used. Thank you! Strange... I swear...
- 22 Nov 2016, 05:22
- Forum: Off Topic
- Topic: NifTools 3ds max plugins and character animations
- Replies: 13
- Views: 9549
NifTools 3ds max plugins and character animations
Hi all! Anyone using/used 3ds max 2010+ and niftools plugin to export character animations (however slim this chance is) to Morrowind? What version of 3ds max and plugin version did you use? I'm mostly interested in 3ds max 2010 and later... I have a problem, where it doesn't create xbase_anim.nif a...
- 18 Sep 2016, 15:34
- Forum: General
- Topic: Questions regading character animation in OpenMW
- Replies: 14
- Views: 8203
Re: Questions regading character animation in OpenMW
Thanks everyone for the answers! =) Sorry, I wasn't clear enough (as usual). I know that there are no changes in model format for characters. But perhaps there is possibility to split animations to several files I didn't know of. Or it's possible to use more "complete" skeleton with more b...
- 16 Sep 2016, 04:51
- Forum: General
- Topic: Questions regading character animation in OpenMW
- Replies: 14
- Views: 8203
Questions regading character animation in OpenMW
Hello again! I vaguely remember morrowind animation system. It has certain restrictions as far as I remember: 1) 2 animation files for all humanoid characters (was it 1 file per gender or male animation file + additional animations for female?) with ~11000 frames. It wasn't possible to split it 2) O...
- 30 Mar 2016, 02:28
- Forum: Organisation and Planning
- Topic: OpenMW 0.39.0
- Replies: 144
- Views: 78265
Re: OpenMW 0.39.0
Thank you everyone for information! =)
- 29 Mar 2016, 05:32
- Forum: Organisation and Planning
- Topic: OpenMW 0.39.0
- Replies: 144
- Views: 78265
Re: OpenMW 0.39.0
Hello! I have a couple of questions: With the recent changes, when and where it will be possible we use normal/bump/etc maps? All static objects? Terrain? Characters? And someone mentioned character system replacement. Can someone clarify that a bit? Is it something existing already and is it possib...
- 18 Apr 2015, 07:09
- Forum: General Development
- Topic: OSG port roadmap and design plans
- Replies: 76
- Views: 58200
Re: OSG port roadmap and design plans
... While Morrowind supports rendering two-sided geometry, it doesn't perform two-sided lighting correctly; one side will have incorrect normals for the lighting. Many plant replacers will work around this by duplicating the leaf geometry, and instead of two-sided rendering, will invert the normals...
- 21 Apr 2014, 04:38
- Forum: Support
- Topic: Billboard meshes?
- Replies: 4
- Views: 1945
Re: Billboard meshes?
0_о
Thank you!
Sorry, I didn't test it thoroughly so I thought the problem was with the meshes/textures....
Thank you!
Sorry, I didn't test it thoroughly so I thought the problem was with the meshes/textures....