Asset Update to Ogre3D Discussion Thread

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bahamut
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Re: Some modeling/animation questions. Offering RDP Renderin

Post by bahamut » 18 Aug 2014, 12:49

AeroPhonicsOfficial wrote: 3-Can I start on the Actors section (Body models then armor and clothing)? ;)
I would personaly wait with that, because imo the whole body system needs to be remade and redesigned, for now it works good for those fractured limbs vanila game has, buidling something from scrach on top of that would be a waste of time
the problem will come with creatures... skeletons are usually messed after importing in Blender, also the animation is so long that blender has a problem to show it properly in curve editor.
Welcome to Morrowind duh

I really would advise to deal with simple stuff first, like props and statics

For advanced stuff i'd be better to wait abit when openMW matures so that we would know what we are standing on

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Berandas
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Re: Updating original assets to Ogre3D

Post by Berandas » 18 Aug 2014, 16:00

So I did a little search today and found some replacers that adds more detailed meshes (or at least I think they do). We should inspect them if they're suitable for our project and if so, contact the authors and ask for permissions and the original files.
Here's the list:

better armors
http://www.nexusmods.com/morrowind/mods/42509

better clothes
http://www.nexusmods.com/morrowind/mods/42262

better almalexia
http://www.nexusmods.com/morrowind/mods/23388

Better Meshes plus Optimization
http://www.nexusmods.com/morrowind/mods/38170

Better robes
http://www.nexusmods.com/morrowind/mods/42773

dwemer meshes
http://www.nexusmods.com/morrowind/mods/43101
- Here is the "issue" about the dwemer towers I mentioned earlier today. Personally I believe these towers are meant to be octagonal by design, not round.

Graphic Herbalism (does it add new detailed meshes?)
http://www.nexusmods.com/morrowind/mods/43140

Telvanni Fireplace Replacer
http://www.nexusmods.com/morrowind/mods/43232

Correct Meshes
http://www.nexusmods.com/morrowind/mods/39348
- We should check these meshes for errors, so our meshes are flawless

Telvanni Mesh Improvements
http://www.nexusmods.com/morrowind/mods/42343

Improved Weapon Meshes - steel + iron
http://www.nexusmods.com/morrowind/mods/43120
http://www.nexusmods.com/morrowind/mods/43077

On The Rocks Optimised
http://www.nexusmods.com/morrowind/mods/43075
- Original OTR was quite useless, because the meshes had different shapes as their vanilla counterparts, causing lots of mess especially at TR landscapes. We should check if these ones are flawless.

Better Bodies
http://www.nexusmods.com/morrowind/mods/42395

Mesh Improvements
http://www.nexusmods.com/morrowind/mods/23981
- I believe this is the mod where simple subsurf modifier is applied, thus making meshes with 80% redundant geometry

Morrowind Containers Animated
http://www.nexusmods.com/morrowind/mods/42238
- Contains more detailed meshes also with animations.

Dunmer Lanterns Replacer
http://www.nexusmods.com/morrowind/mods/43219


I agree with what Bahamut said, we should start with interior statics, containers, misc items, flora, then weapons, armors (most of it could be already done in other mods), then exterior statics (as they would require to be very precisely done (stones and rocks) with proper collision meshes and perhaps need more LoD variants), leaving the creatures and humanoid animations for the end (and perhaps new animation system).

Also this might not be exactly a wise advice. ;)
Deonsion wrote: Make your models as high res as you want. It is easier to lower poly count than it is to raise the poly count.
Last edited by Berandas on 18 Aug 2014, 19:19, edited 2 times in total.

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lysol
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Re: Updating original assets to Ogre3D

Post by lysol » 18 Aug 2014, 16:24

Berandas wrote: I agree with what Bahamut said, we should start with interior statics, containers, misc items, flora, then weapons, armors (most of it could be already done in other mods), then exterior statics (as they would require to be very precisely done (stones and rocks) with proper collision meshes and perhaps need more LoD variants), leaving the creatures and humanoid animations for the end (and perhaps new animation system).
+1

Another reason to wait with creatures and humanoids is that there's no reason to waste time making a body replacer with hundreds of armors and clothes with them just becoming obsolete when someone comes up with a better way to do it. I mean who knows all the possibilities OpenMW might offer. I'd say these things need a lot of planning so no one starts making clothes and armor for a "ok, but not very good" body replacer.

Actually, same thing with "pickable" flora. I don't know how that mod you linked to does it, but I guess someone needs to figure out the ultimate way to support flowers that partly disappears when you pick it before anyone starts mass producing models. But I guess it's easier to fix that later than fixing clothes made for a mediocre body replacer.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: Updating original assets to Ogre3D

Post by Amenophis » 18 Aug 2014, 16:57

My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

SquireNed
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Re: Updating original assets to Ogre3D

Post by SquireNed » 18 Aug 2014, 17:49

I think starting new rather than using existing content is better; we don't even necessarily have to use the same file formats as the original Morrowind, IIRC, so long as they're supported by Ogre.

Long story short, working as a community with work that's collectively licensed under a GPL/CC license is much better than having to deal with a variety of independently made works that may not be licensed for redistribution by us; we can include a couple cop-outs for this by including a downloader for mods in OpenMW or simply making the end-user install, but I think that going for an entirely from-scratch approach lets us do more interesting things and have less legal ambiguity in the process.

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lysol
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Re: Updating original assets to Ogre3D

Post by lysol » 18 Aug 2014, 18:40

MacKoms heads are fantastic. His textures are works of art. Really like the telvanni replacers too. They don't just add lots of polys and make things rounder (=unrealistic), they actually make use of the polygons and make things look organic.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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AeroPhonicsOfficial
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Re: Updating original assets to Ogre3D

Post by AeroPhonicsOfficial » 18 Aug 2014, 20:14

Well, the waste of time depends on how you do it, me, I sculpt a super high poly then rebuild a low poly and back my maps from the former. Also,with all plant life, you need to think about physics later. My plan is I will sculpt all theses meshes, with two goals, a low poly that works in OpenMW 1.0, and then modify for those things post 1.0+. So, that way 90% of the work is done. We need a spread sheet and roadmap with a claim system so people claim a mesh to redo or something and what the advanced plans are post 1.0 :D

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Berandas
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Re: Updating original assets to Ogre3D

Post by Berandas » 18 Aug 2014, 20:23

Sculpting hi-poly meshes in not entirely needed, since the system of handling textures on meshes prevents you from baking textures directly for each model. (Perhaps only creatures and some weapons and armor pieces have whole texture painted in single file.)
I don't have much experience with making rigid bodies and physics handling, also I have no idea how this would be handled in OpenMW, so I guess there is not much we could do for physics at the moment.

I'll work on the roadmap and the list of assets, claims and other stuff tomorrow - after I get home.

Deonsion
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Re: Updating original assets to Ogre3D

Post by Deonsion » 19 Aug 2014, 08:30

Hi all. Glad that people who know more than me are getting involved. Tonight I'll be getting messages sent out to people with link to the project and see if I can get some of the people who made those mods in on the project to help.

I've got my dedicated server cleaned and I'll have a filezilla FTP server set up tonight.

The accounts for the project: I can go ahead and make some generic user accounts, and then give people log in information as they need, only allow writing of new files, and deletion of their own files. Everyone may view. This is to prevent someone from messing up the wrong file.

Any opinions on organizing the folder structure?

Thanks everyone for your help. It is appreciated.
Berandas wrote:
Also this might not be exactly a wise advice. ;)
Deonsion wrote: Make your models as high res as you want. It is easier to lower poly count than it is to raise the poly count.
You are a liar! I swear this is what you recommended last night! :lol:

I'll change it if that is the case. For rendering I'll have a rendering machine with a few graphics cards running 24/7 at my house by the end of the week. So if we do go high poly method, you'll be able to work using my machine.

It'll have an Intel 3750k, and two or 3 R9280x's. I might opt for another card if there would be a better one. I've got a few 270's I'm returning this week and will have plenty of credit for different cards.

MacKom
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Re: Some modeling/animation questions. Offering RDP Renderin

Post by MacKom » 19 Aug 2014, 09:18

bahamut wrote:
AeroPhonicsOfficial wrote: 3-Can I start on the Actors section (Body models then armor and clothing)? ;)
I would personaly wait with that, because imo the whole body system needs to be remade and redesigned, for now it works good for those fractured limbs vanila game has, buidling something from scrach on top of that would be a waste of time
This. This x 157. :mrgreen:

Here`s the thing - I`ve been giving some thought on a new character creation system, making mental notes, looking at other games etc. I do have a list of suggestions/road map when it comes to making all of this, I just need to sit down and write it all.

So, in quick notes - I`d forget about better bodies, and my redone heads series, and current armor/robes/clothes replacer. Scrape it ALL and start anew. But later, much, much later, once OMW gets past 1.0 version and we know for a fact what exactly we have at our disposal, what new skeleton we`ll be using, what file format, what will be the limitations, etc. We will need a lot of scripting help as well if we are to make a slider/morph based character creation (which I personally am hoping for).

So, for now - statics. Practice, practice, practice, read up on poly count, check out Polycount.com and its Wiki, learn as much as you can. There`s a lot of work to be done.

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