How to import .osgt file into OpenMW-CS
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
How to import .osgt file into OpenMW-CS
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.
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
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.
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.
-
- Posts: 24
- Joined: 30 Aug 2014, 13:19
Re: How to import .osgt file into OpenMW-CS
You need to reload Open-CS if you have changed the files name/location since launching it.
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
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
-
- Posts: 24
- Joined: 30 Aug 2014, 13:19
Re: How to import .osgt file into OpenMW-CS
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.
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
Contents of the untitled.log file:
Contents of untitled.osgt:
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.
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
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
}
}
}
}
Fired up OpenMW-CS and got as far as shown in the screenshot.
Re: How to import .osgt file into OpenMW-CS
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.
Also make sure you are using OpenMW .38 or later.
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
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
Re: How to import .osgt file into OpenMW-CS
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
...
- openmwfan27
- Posts: 113
- Joined: 23 Apr 2015, 22:11
Re: How to import .osgt file into OpenMW-CS
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.
...