Openmw and Skywind

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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: Openmw and Skywind

Post by sjek »

viewtopic.php?f=2&t=1930&p=20377&hilit= ... les#p20380 have to try if this really true.

supported files:
sound:

"MW is supporting mp3 and wav. With FFmpeg, we support almost everything, including ogg, mp4, flac and other types that are actually not suited for video game."

"Also s3m, it, and other module formats (for music), and speex (good for voice recordings). Also webm, mkv, and other video formats. Pretty much anything that ffmpeg supports should work with OpenMW, and the list of supported formats they have is impractical to fully list (and also depends on the build options used by the distro/repository you get them from)."

for textures:

"For textures, we support anything Ogre does, which includes dds and tga (like vanilla), but also png, jpg, and more... though there's not much of a reason too, really. You should use DDS for DXT5, DXT3, DXT1, and other compressed formats the hardware can use directly, and when you want lossless textures (for normal maps, etc), it's best to store them raw (not png) to avoid load stutters."

and for models...:

"For models, we unfortunately only support NIF since they can contain important character information that formats like Ogre's .mesh and .skeleton can't."

what is that character information what is missing .? the non uniform scaling comes in 2.0 as impromevent but what others it possible needs.

http://www.ogre3d.org/tikiwiki/tiki-ind ... n+pipeline tools for the ogre .mesh and .skeleton formats creation tools and converters. kinda lot actually.

http://www.ogre3d.org/tikiwiki/tiki-ind ... page=-mesh basically XML ---> .mesh

.mesh is a binary format so opengex needs a little work from ogre becos it's kinda hard to convert from JSON to BSON what have read.
Chris
Posts: 1626
Joined: 04 Sep 2011, 08:33

Re: Openmw and Skywind

Post by Chris »

sjek wrote:"For models, we unfortunately only support NIF since they can contain important character information that formats like Ogre's .mesh and .skeleton can't."

what is that character information what is missing .? the non uniform scaling comes in 2.0 as impromevent but what others it possible needs.
Animation data, mostly. With NIF files, animations are one long animation track (per node), and they have accompanying timestamped textkeys that specify where a given animation starts, stops, and loops. There's also engine-specific keys, which can be used to play a sound (e.g. a footstep on the frame the foot touches the ground) or specify when an attack triggers, and so on.

Non-animated static meshes could be handled simply enough, they just need to be wrapped into a NifOgre::ObjectScene object and loaded into a MWRender::Animation object (both "NifOgre" and "Animation" in these cases are kind of a misnomer, since an ObjectScene does not have to come from a NIF, and an Animation is any basic visual object regardless if it's actually animated). Once you add a loader to load the model type into an ObjectScene, it should just need minor changes to MWRender::Animation::setObjectRoot to call the correct loader.
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sjek
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Joined: 22 Nov 2014, 10:51

Re: Openmw and Skywind

Post by sjek »

sound test as a first and as long as the extension is writing as wav the vanilla CS can choose them into game.
https://www.youtube.com/watch?v=S2APZN9FJNY

something less orchestrated would be better and need to test if sounds enchancers effect althougt it craps the sounds before card :mrgreen:
it's goes good at start as mp3 but few seconds after the start the info treshold (flac and wma where even messier) takes to buffers and starts to go really messy.
the playsound3dvp, "1", 0.5, 0.5 or 1.0 function plays at player.
and the last pitch control works :)

may be related to
"no more empty buffers to clear" what comes in log multiple times and music plays slower space than in external and messier at slower pitch values (vice versa proplem would say)
https://ffmpeg.org/ffmpeg-filters.html#abuffer maybe to these ones ?

used this to eldafire (NPC) and it activates in seconds when near or kinda instantly when talked to. guards have only few ID's so something jail music everytime they are around.
Spoiler: Show
.................................................................

tried with those images and videos and bmp worked fine giving nice mooth texture (1024*1024 to kinda big surface area) reacting differently to player lighning coloring it green. maybe of also blender settings as it seems that nifskope is making sure that it's compatible with fileformat but leaves all the others in the file as the gamebase has some.
specularity and emissives work in openmw as in vanilla those just are left unnoticed.

all the engine specific parts are free to modify would think.

http://niftools.sourceforge.net/doc/nif/index.html that can be kinda messy

tried to do movie theater out of seyda neen and converting mkv, avi, gif to dds as the filename gives this althought baking the file at blender to material before conversion gave ~1 second more time.
Spoiler: Show
would say that goes after the mesh support is in place as may be architecture related as the ogre doesn't seem to take the framedata or some and ffempg codecs. when going to seyda neen exterior it dumps to that endless water or grayness and when coc "seyda neen" black stripe rolls over screen one or two times in white scene with only shadow and linemarkup before giving last save opton.

as of when taking as mkv extension as is this comes 8-)
"Error in framelistener: OGRE EXCEPTION(5:ItemIdentityException): Can not find codec for 'mkv' image format.

Supported formats are: 3fr arw bay bmp bmq bw cap cine cr2 crw cs1 cut dc2 dcr dds dng drf dsc erf exr fff g3 gif hdp hdr ia ico iff iiq j2c j2k jif jng jp2 jpe jpeg jpg jxr k25 kc2 kdc koa lbm mdc mef mng mos mrw nef nrw orf pbm pcd pct pcx pef pfm pgm pic pict png ppm psd ptx pxn qtk raf ras raw rdc rgb rgba rw2 rwl rwz sgi sr2 srf srw sti targa tga tif tiff wap wbm wbmp wdp webp xbm xpm.

in Codec::getCodec at B:\Programming\Projects\Ogre\Source\OgreMain\src\OgreCodec.cpp (line 69)"
as of .gif it shows the first frame still and if taken as dds gives the same error as the mkv.
so as of now would say that those formats go in the game. shaders and lightning discovery gives some opportunities for modding. animated movies might be possible with exported frame images and placing them to keybones object.

...........................................
the question at this point would say is can the impromevent coming in ogre 2.0 added a top of nif format ?

as of meshes got this far xP

all can be exported from blender kinda straightforward would guess as much as this one still holds
http://www.ogre3d.org/tikiwiki/tiki-ind ... er+To+Ogre+

and for the loader in ogre would maybe need to build from source to get the addon for mogre library.
http://www.ogre3d.org/tikiwiki/tiki-ind ... ceneLoader

and then place the caller to there
https://github.com/OpenMW/openmw/tree/m ... w/mwrender
https://github.com/OpenMW/openmw/tree/m ... ts/nifogre
User avatar
sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: Openmw and Skywind

Post by sjek »

http://www.bulletphysics.org/Bullet/php ... 17&t=10189 this looks nice .p
Physics / data driven character animation via bones
Needs basically some sort of force actor to code via something or would work from bullet libraries

Couldn't find the IP from paper (...... based on bullet examplecode and as bullet is zlib those are zlib.. have to sheck later) but good for sandbox....

http://www.ogre3d.org/tikiwiki/tiki-ind ... e=Ragdolls yea... via ogre could make kinda fps hit , p
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