OpenMW Debug Cell

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pvdk
Posts: 523
Joined: 12 Aug 2011, 16:34

OpenMW Debug Cell

Post by pvdk » 02 Feb 2012, 21:31

A while ago I started working on a simple debug plugin to test various game mechanics without the need to install or own Morrowind. I created a crypt interior with a cave connected to it, all made of freely available resources to prevent copyright issues.

Then my laptop crashed and the project was gathering dust on the harddrive I retrieved from the laptop. Recently some forum people have shown interest in the debug cell so I've decided to recover it from the harddisk and release it here.

You can find a link to the files here.

Please be aware that loading this plugin in the construction set will generate a lot of warnings about missing stuff, you can ignore them.

The following problems need to be adressed:
- Some meshes require Bethesda's textures, these must be replaced with suitable alternatives.
- There are no markers (door, light.)
- There is no player object, it fails to run in OpenMW because of this.
- Probably more which I can't think of now.

I intended to make some NPCs too. A necromancer guy who would live in the crypt and some bandits in the cave. As a quest I wanted to let the player rescue the white rabbit from the evil necromancer.

Ah well, have a look!

pvdk

PS: for more info and screenshots I suggest you read the old thread.

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Zini
Posts: 5531
Joined: 06 Aug 2011, 15:16

Re: OpenMW Debug Cell

Post by Zini » 02 Feb 2012, 21:54

- There is no player object, it fails to run in OpenMW because of this.
You sure about that? There must be an ID named player, but not a reference for this ID.

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pvdk
Posts: 523
Joined: 12 Aug 2011, 16:34

Re: OpenMW Debug Cell

Post by pvdk » 03 Feb 2012, 01:46

I don't know about the details, but I guess you're right. That's for someone else to figure out though.

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ElderTroll
Posts: 494
Joined: 25 Jan 2012, 07:01

Re: OpenMW Debug Cell

Post by ElderTroll » 03 Feb 2012, 03:25

Are physics, ai, and animations interactive in the editor?
“A society grows great when old men plant trees whose shade they know they shall never sit in.”

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pvdk
Posts: 523
Joined: 12 Aug 2011, 16:34

Re: OpenMW Debug Cell

Post by pvdk » 03 Feb 2012, 15:17

This is not about the editor, this is about a plugin to test things in OpenMW.

ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

Re: OpenMW Debug Cell

Post by ezzetabi » 07 Feb 2012, 10:46

Excellent idea! Now I just have to find how to use it.

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