How to import .osgt file into OpenMW-CS

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openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

How to import .osgt file into OpenMW-CS

Post by openmwfan27 » 12 May 2016, 02:45

I've created a mesh in blender and exported it as an .osgt file, then i've gone to OpenMW-CS and created a new add-on, selected the openmw example suite as the game, I've then tried to import the .osgt mesh i exported from blender but i cannot see any options to do so, i'm probably not seeing the right option to import stuff but i'm not sure where to look.

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openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

Re: How to import .osgt file into OpenMW-CS

Post by openmwfan27 » 12 May 2016, 03:05

Ok, so i've kind of answered my own question with this: https://wiki.openmw.org/index.php?title ... esh_Format

I can now see the mesh in the list of meshes in OpenMW-CS

I've created an object in OpenMW-CS, set it's type to 'static' and selected the untitled.osgt file as the mesh. In the preview window and when i drag the object into the scene, i just get that yellow exclamation mark that you see in morrowind when a mesh is missing.

MikeMXellers
Posts: 15
Joined: 30 Aug 2014, 13:19

Re: How to import .osgt file into OpenMW-CS

Post by MikeMXellers » 12 May 2016, 03:33

You need to reload Open-CS if you have changed the files name/location since launching it.

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openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

Re: How to import .osgt file into OpenMW-CS

Post by openmwfan27 » 12 May 2016, 04:12

I have tried closing and re-opening OpenMW-CS a few times, attached is a screenshot of what i can see. Sorry for the small size, TalkTalk here in the UK is currently blocking imgur so i cannot access the site and last time i tried to upload a screenshot to the forum it would not let me do it at 1920x1080 :(
Attachments
openmw-cs.png

MikeMXellers
Posts: 15
Joined: 30 Aug 2014, 13:19

Re: How to import .osgt file into OpenMW-CS

Post by MikeMXellers » 12 May 2016, 04:49

Is the directory correctly referenced? Did the file export into .osgt correctly? it creates a .log in the location you exported it to when you export it. I've managed to get .osgt files into open-cs and the only problem I had so far was the problem I stated above.

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openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

Re: How to import .osgt file into OpenMW-CS

Post by openmwfan27 » 12 May 2016, 05:04

Contents of the untitled.log file:

Code: Select all

obj Cube

Type of Cube is MESH
exporting object Cube
mesh_object is Cube
mesh Cube with material Material
vertexes 24
faces 6
WARNING update material animation not yet supported
WARNING the texture <bpy_struct, MaterialTextureSlot("Tex")> has no Image, skip it
--------------------------------
vertex groups False False 
obj Lamp
obj Camera
geode GeodeCube
write file to /home/pcuser/Desktop/untitled.osgt
Check log file /home/pcuser/Desktop/untitled.log
Contents of untitled.osgt:

Code: Select all

#Ascii Scene
#Version 92
#Generator osgexport 0.14.2

osg::Group {
  UniqueID 20
  Name "Root"
  Children 1 {
    osg::MatrixTransform {
      UniqueID 0
      Name "Cube"
      Children 1 {
        osg::Geode {
          UniqueID 19
          Name "GeodeCube"
          Drawables 1 {
            osg::Geometry {
              UniqueID 2
              Name "Cube"
              StateSet TRUE {
                osg::StateSet {
                  UniqueID 3
                  Name "Material"
                  DataVariance DYNAMIC
                  UserDataContainer TRUE {
                    osg::DefaultUserDataContainer {
                      UniqueID 17
                      UDC_UserObjects 1 {
                        osg::StringValueObject {
                          UniqueID 18
                          Name "source"
                          Value "blender"
                        }
                      }
                    }
                  }
                  AttributeList 1 {
                    osg::Material {
                      UniqueID 4
                      Name "Material"
                      DataVariance DYNAMIC
                      UserDataContainer TRUE {
                        osg::DefaultUserDataContainer {
                          UniqueID 5
                          UDC_UserObjects 11 {
                            osg::StringValueObject {
                              UniqueID 6
                              Name "source"
                              Value "blender"
                            }
                            osg::StringValueObject {
                              UniqueID 7
                              Name "DiffuseIntensity"
                              Value "0.800000011920929"
                            }
                            osg::StringValueObject {
                              UniqueID 8
                              Name "DiffuseColor"
                              Value "[ 0.800000, 0.800000, 0.800000 ]"
                            }
                            osg::StringValueObject {
                              UniqueID 9
                              Name "SpecularIntensity"
                              Value "0.5"
                            }
                            osg::StringValueObject {
                              UniqueID 10
                              Name "SpecularColor"
                              Value "[ 1.000000, 1.000000, 1.000000 ]"
                            }
                            osg::StringValueObject {
                              UniqueID 11
                              Name "SpecularHardness"
                              Value "50"
                            }
                            osg::StringValueObject {
                              UniqueID 12
                              Name "Emit"
                              Value "0.0"
                            }
                            osg::StringValueObject {
                              UniqueID 13
                              Name "Ambient"
                              Value "1.0"
                            }
                            osg::StringValueObject {
                              UniqueID 14
                              Name "Translucency"
                              Value "0.0"
                            }
                            osg::StringValueObject {
                              UniqueID 15
                              Name "DiffuseShader"
                              Value "LAMBERT"
                            }
                            osg::StringValueObject {
                              UniqueID 16
                              Name "SpecularShader"
                              Value "COOKTORR"
                            }
                          }
                        }
                      }
                      Ambient TRUE Front 0.00000 0.00000 0.00000 1.00000 Back 0.00000 0.00000 0.00000 1.00000
                      Diffuse TRUE Front 0.64000 0.64000 0.64000 1.00000 Back 0.64000 0.64000 0.64000 1.00000
                      Specular TRUE Front 0.50000 0.50000 0.50000 1.00000 Back 0.50000 0.50000 0.50000 1.00000
                      Emission TRUE Front 0.00000 0.00000 0.00000 1.00000 Back 0.00000 0.00000 0.00000 1.00000
                      Shininess TRUE Front 12.50000 Back 12.50000
                    }
                    Value OFF
                  }
                }
              }
              PrimitiveSetList 1 {
                  DrawElementsUByte GL_QUADS 24 {
                    0 1 2 3 
                    4 5 6 7 
                    8 9 10 11 
                    12 13 14 15 
                    16 17 18 19 
                    20 21 22 23 
                  }
              }
              VertexData {
                Array TRUE ArrayID 0 Vec3fArray 24 {
                  1.00000 1.00000 -1.00000
                  1.00000 -1.00000 -1.00000
                  -1.00000 -1.00000 -1.00000
                  -1.00000 1.00000 -1.00000
                  1.00000 1.00000 1.00000
                  -1.00000 1.00000 1.00000
                  -1.00000 -1.00000 1.00000
                  1.00000 -1.00000 1.00000
                  1.00000 1.00000 -1.00000
                  1.00000 1.00000 1.00000
                  1.00000 -1.00000 1.00000
                  1.00000 -1.00000 -1.00000
                  1.00000 -1.00000 -1.00000
                  1.00000 -1.00000 1.00000
                  -1.00000 -1.00000 1.00000
                  -1.00000 -1.00000 -1.00000
                  -1.00000 -1.00000 -1.00000
                  -1.00000 -1.00000 1.00000
                  -1.00000 1.00000 1.00000
                  -1.00000 1.00000 -1.00000
                  1.00000 1.00000 1.00000
                  1.00000 1.00000 -1.00000
                  -1.00000 1.00000 -1.00000
                  -1.00000 1.00000 1.00000
                }
                Indices FALSE
                Binding BIND_PER_VERTEX
                Normalize 0
              }
              NormalData {
                Array TRUE ArrayID 1 Vec3fArray 24 {
                  0.00000 0.00000 -1.00000
                  0.00000 0.00000 -1.00000
                  0.00000 0.00000 -1.00000
                  0.00000 0.00000 -1.00000
                  0.00000 -0.00000 1.00000
                  0.00000 -0.00000 1.00000
                  0.00000 -0.00000 1.00000
                  0.00000 -0.00000 1.00000
                  1.00000 -0.00000 0.00000
                  1.00000 -0.00000 0.00000
                  1.00000 -0.00000 0.00000
                  1.00000 -0.00000 0.00000
                  -0.00000 -1.00000 -0.00000
                  -0.00000 -1.00000 -0.00000
                  -0.00000 -1.00000 -0.00000
                  -0.00000 -1.00000 -0.00000
                  -1.00000 0.00000 -0.00000
                  -1.00000 0.00000 -0.00000
                  -1.00000 0.00000 -0.00000
                  -1.00000 0.00000 -0.00000
                  0.00000 1.00000 0.00000
                  0.00000 1.00000 0.00000
                  0.00000 1.00000 0.00000
                  0.00000 1.00000 0.00000
                }
                Indices FALSE
                Binding BIND_PER_VERTEX
                Normalize 0
              }
            }
          }
        }
      }
      Matrix {
        1.00000 0.00000 0.00000 0.00000
        0.00000 1.00000 0.00000 0.00000
        0.00000 0.00000 1.00000 0.00000
        0.00000 0.00000 0.00000 1.00000
      }
    }
  }
}
I then moved the untitled.osgt file to ~/.local/share/openmw/data/meshes/untitled.osgt.

Fired up OpenMW-CS and got as far as shown in the screenshot.

aesylwinn
Posts: 231
Joined: 14 Dec 2015, 20:30

Re: How to import .osgt file into OpenMW-CS

Post by aesylwinn » 12 May 2016, 05:31

Can you run openmw-cs from a terminal and post the output when doing this?
Also make sure you are using OpenMW .38 or later.

User avatar
openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

Re: How to import .osgt file into OpenMW-CS

Post by openmwfan27 » 12 May 2016, 05:44

This is the console output i get when i load my addon and view the cell i placed the object in:

Code: Select all

Loading settings file: ./openmw-cs.cfg
Loading config file: /home/pcuser/.config/openmw/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
Adding data directory /home/pcuser/.local/share/openmw/data
Failed to load 'meshes/untitled.osgt': Error loading meshes/untitled.osgt: no readerwriter for 'osgt' found
, using marker_error.nif instead

aesylwinn
Posts: 231
Joined: 14 Dec 2015, 20:30

Re: How to import .osgt file into OpenMW-CS

Post by aesylwinn » 12 May 2016, 05:59

Based on that error, I would say the version of openmw-cs you are using isn't high enough. You can check your version by running openmw from the terminal or looking at its log file. At the beginning should be something similar to this:

Code: Select all

Loading config file: /home/aesylwinn/.config/openmw/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
OpenMW version 0.39.0
Revision: fcbcc004a3
Using default (English) font encoding.
Loading settings file: ./settings-default.cfg
Loading settings file: /home/aesylwinn/.config/openmw/settings.cfg
Adding BSA archive /run/media/aesylwinn/Games/SteamLibrary/steamapps/common/Morrowind/Data Files/Morrowind.bsa
...

User avatar
openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

Re: How to import .osgt file into OpenMW-CS

Post by openmwfan27 » 12 May 2016, 06:10

This is the output of the openmw binary that comes with the version of openmw-cs that i'm using, it should be 64bit 0.39, i'm using the binary packages built by k1ll:

Code: Select all

./openmw
Installing crash catcher
Loading config file: /home/pcuser/.config/openmw/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
OpenMW version 0.39.0
Revision: ceeecf3f17
Using default (English) font encoding.
...

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