OpenMW Game Template

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kepinpin
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Re: OpenMW Game Template

Post by kepinpin » 07 Aug 2015, 19:40

guys, I just saw this [mod][/http://imgur.com/gallery/mWkeC?third_party=1] for skyrim, is it possible to use such textures in openmw?

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 07 Aug 2015, 20:08

Sure, but not in the template.

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 08 Aug 2015, 08:07

Now for something completely different... not going into the template, but I thought I would share:

Welcome to Oahu!
screenshot019.png
I took the DEM file from the US Geological Survey for Oahu, Hawaii. I converted it to CInt32 raw via gdal (now part of WorldEngine) then imported it via TESAnnwyn.

This gives me an idea to tweak TESAnnwyn to set land textures based on height.

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raevol
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Re: OpenMW Game Template

Post by raevol » 08 Aug 2015, 08:49

Noice. :D

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 08 Aug 2015, 08:52

Wow!

I wonder if something similar is used to make landscaping cities easier. GTA, Prototype and maybe a few others have huge cities, perhaps they just convert some geographical data and generate the landscape instead of manually adjusting everything.

After all, it would be a pain to have to place everything by hand exactly as it is in the real city.

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EmperorArthur
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Re: OpenMW Game Template

Post by EmperorArthur » 08 Aug 2015, 18:58

That's awesome!

What's the scale for the Oahu map?
How does it look if you expand it to full 1:1?

Of course, I doubt it's that detailed. Might consider adding something to generate realistic detail based on a real map to WorldEngine. Simulate different types of ground and weather for an erosion pattern.
Last edited by EmperorArthur on 08 Aug 2015, 22:49, edited 1 time in total.

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 08 Aug 2015, 19:24

Well... Moonboy is pretty far up, took me awhile to get there. ;) The map is about 1:10, otherwise OpenMW will CTD due to memory usage, I have 12GiB of RAM. Scrawl is looking into the problem.

Penultima
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Re: OpenMW Game Template

Post by Penultima » 08 Aug 2015, 19:40

DestinedToDie wrote:Wow!

I wonder if something similar is used to make landscaping cities easier. GTA, Prototype and maybe a few others have huge cities, perhaps they just convert some geographical data and generate the landscape instead of manually adjusting everything.

After all, it would be a pain to have to place everything by hand exactly as it is in the real city.
I know inFamous used a bunch of hex cells to make the city more modular without feeling that way to the player. Meanwhile, New Vegas used a heightmap (I've heard it mentioned that it was of the California/Nevada area, but I can't find any sources to back that up) for the initial terrain. Then it was spiced up by hand. Oblivion used procedural generation for it's terrain, including erosion simulation. So it seems like WorldEngine is in good company.

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dirnae
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Re: OpenMW Game Template

Post by dirnae » 09 Aug 2015, 09:00

How far did the baseanim animation remake go?
I'm looking at making a new skeleton + animations for use with MCP's new bones feature, it could be used for this as well.

It'll take a long time to complete though.

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 09 Aug 2015, 09:59

Hello Dirnae.

The base anim skeleton has 5 fingers and a foot bone both in 3rd and 1st person.

3rd person view has walkforward, walkleft, walkright, walkback working and animated. You can also go into hand-to-hand mode and then throw a punch. The attacking animation in hand-to-hand is where I left off.

The first person has basically no animations. I simply added animation groups to 1 frame to enable idle and walking in directions.

There are 789 lines in base_anim.nif anim txt and 652 in anim_base.1st.nif, so it'll take some time to animate everything.

Edit: So I googled a bit and was surprised. I didn't know anyone had made new animations. And they look good too. My own work is a little amateurish and I don't mind at all if you scrap it and start from the bottom.

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