It's ok for me to add it, but lets wait for Zini.psi29a wrote: @lgro and @zini: Maybe we should have a FAQ entry on this just to clarify our position. we are not the copyright/IP police. What do you think?
I want to help
- lgromanowski
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Re: I want to help
Re: I want to help
This is old work. When the OpenCS reaches further completion, we will begin our work anew so that we can completely demonstrate the Editor's capabilities and so we can say "this was freely made by our own work".sjek wrote:yeah
of the example suite does it mean this one ?
Re: I want to help
Hi, I have succeed to create the secret lame and I have take the specter dwarven's robe and I have hack this robe for do a shirt (look at my character), It's beatiful. And I have create the dwemer race (look at the right of the photo, it's the blue man, yes I know a dwemer is not blue ) §§!!! BUT I stay some working...
Re: I want to help
That's kinda shading there : D
It could be possible to make emissive lightbulp inside the head and the eyes transluent .p
Althougt tastes differ Cool looking armor also : )
For getting the sword to hand moving it on axis in blender should work. Wolverine or morag tong assasin , p
How did you get the animation working .?
For the sake of mage guilds arcmagister mission xD
edit:
http://forums.bethsoft.com/topic/110412 ... n-mapping/
http://wiki.theassimilationlab.com/mmw/ ... on_Mapping
these should work good in openmw
for animation found that envelope in editing -> armature has to be turned of. ogre supports bone vertex deformations what have undestood and they are also possible in vanilla with some tricks. atm moving collision boxes are on development. got them working anyway with making object and parenting armature (chosen first) to object. then making keys for specified frames and rotating or something else for them in 3D window.
things are that in text editor needs a note called Anim. then
1/Idle: start
1123/Idle: stop
these in it. first numbers are the frames on which to make the action. gameframes of the animation is setted via start- / endframe in timeline window. for complicated shapes this goes hard but for simple keys and shape kinda straightforward. loop command works better via nifskope and in blender curves can be set to extrapolation.
in CS it goes with activator with kf baked with nif file to same.
It could be possible to make emissive lightbulp inside the head and the eyes transluent .p
Althougt tastes differ Cool looking armor also : )
For getting the sword to hand moving it on axis in blender should work. Wolverine or morag tong assasin , p
How did you get the animation working .?
For the sake of mage guilds arcmagister mission xD
- Spoiler: Show
edit:
http://forums.bethsoft.com/topic/110412 ... n-mapping/
http://wiki.theassimilationlab.com/mmw/ ... on_Mapping
these should work good in openmw
for animation found that envelope in editing -> armature has to be turned of. ogre supports bone vertex deformations what have undestood and they are also possible in vanilla with some tricks. atm moving collision boxes are on development. got them working anyway with making object and parenting armature (chosen first) to object. then making keys for specified frames and rotating or something else for them in 3D window.
things are that in text editor needs a note called Anim. then
1/Idle: start
1123/Idle: stop
these in it. first numbers are the frames on which to make the action. gameframes of the animation is setted via start- / endframe in timeline window. for complicated shapes this goes hard but for simple keys and shape kinda straightforward. loop command works better via nifskope and in blender curves can be set to extrapolation.
in CS it goes with activator with kf baked with nif file to same.
Re: I want to help
First dwewer house what i have seen : )
Did you use curves for that spike .?
That chest cloth could go to telvanni / jhaalu noble of some sort.
Have you checked this one out http://www.project-tamriel.com/
Did you use curves for that spike .?
That chest cloth could go to telvanni / jhaalu noble of some sort.
Have you checked this one out http://www.project-tamriel.com/
Re: I want to help
For the pic I have copy and paste of a dwemer ruin. And as you can guess that, I am doing a mod for morrowind adding the dwemer and some static objet dwemer, and excatly this house is a static object dwemer...
Re: I want to help
To the red mountain or populating some of the outposts .?
Theres good underground tunnels all over vvardenfell .p
Theres good underground tunnels all over vvardenfell .p
Re: I want to help
My mode is about the creation of some city dwemer habited, and the import of some of my mesh.
Re: I want to help
have thought yet would it be somewhere in molag amur hidden or openly visited with dialogue ?
tamriel rebuilt has plenty of open land to mod on, other than that somewhere in the azura coast comes in mind or redoran way. ashlands would be good place to hide as those ashtorms lague the neighborhood. it was the scene for the neveravine battle so dunno how much they would like to be there.
http://507movements.com/ there's plennty of possibilities in mechanic side. some kind of roman style forum could be. wonder where the dwarwen halls of lord of the rings and others are inspired.
tamriel rebuilt has plenty of open land to mod on, other than that somewhere in the azura coast comes in mind or redoran way. ashlands would be good place to hide as those ashtorms lague the neighborhood. it was the scene for the neveravine battle so dunno how much they would like to be there.
http://507movements.com/ there's plennty of possibilities in mechanic side. some kind of roman style forum could be. wonder where the dwarwen halls of lord of the rings and others are inspired.