OpenMW Example Suite - Active Development Notice

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psi29a
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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 01 Mar 2016, 11:40

Bit of an update... I managed to scale the Pago Pago island down by 50% from a resolution of 5401, 2377 (85 cells by 38 cells) to 2700, 1188 (43 cells by 19 cells). The details of the land are even more beautiful, I'll try to make some screenshots or videos soon. With the screenshots, we can mark where we want to start developing and zone for future work as needed.

The terrain ESP is now around 14MiB.


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lysol
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Re: OpenMW Example Suite - Active Development Notice

Post by lysol » 01 Mar 2016, 19:27

Awesome. Even though it's so early, it's so cool since it gives you a hint of what we'll be able to see in a not too distant future..
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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Atahualpa
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Re: OpenMW Example Suite - Active Development Notice

Post by Atahualpa » 01 Mar 2016, 20:03

Nice! The island is indeed a good choice with many modding possibilitites.

You stated that the graphical glitches are caused by both rendering artifacts and weird shader behaviour. Is the latter a known issue in OpenMW? Which version of OpenMW did you use anyway?


Edit: Nevermind, I've just read the corresponding thread in the Support sub-forum.

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psi29a
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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 01 Mar 2016, 20:08

Scrawl seems to think it has to do with z-fighting, not sure what it means but I'm sure it has to do with trying to figure out how to render the shader along the z-axis... does it show up or not along the shoreline.

viewtopic.php?f=8&t=3401&p=38002#p37993

This is with latest commit to master/trunk.

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DestinedToDie
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Re: OpenMW Example Suite - Active Development Notice

Post by DestinedToDie » 01 Mar 2016, 20:45

psi29a wrote:Scrawl seems to think it has to do with z-fighting, not sure what it means
I think I know. https://www.youtube.com/watch?v=C0_quXY8Dg4

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psi29a
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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 04 Mar 2016, 12:03

Another Friday has rolled around and time for a status update.

I'm currently re-doing some textures/icons/art because:
1) I can't find a license I can point to and say that it is OK to use.
2) Some services have a 'no commercial clause'.

Photobucket for example of issue #2 : http://photobucket.com/terms
When you make your Content public, you grant us a worldwide, non-exclusive, royalty-free license (with the right to sublicense) to copy, distribute, stream, post publicly display (e.g. post it elsewhere), reproduce and create derivative works from it (meaning things based on it), anywhere, whether in print or any kind of electronic version that exists now or is later developed, for any purpose, including a commercial purpose.

By making your content public, you are also giving other Members on Photobucket the right to copy, distribute, publicly perform, publicly display, reproduce and create derivative works from it via the Site, third party websites or applications (for example, via services allowing Members to order prints of Content or t-shirts and similar items containing Content, and via social media websites), provided such use is not for a commercial purpose.

By uploading, you are confirming that the Content is yours—no one else's—and that the uploading and use of your Content does not violate the privacy rights, publicity rights, copyrights, contract rights, intellectual property rights or human rights of somebody else. If we learn that you are infringing others' rights or are using Content that is not yours, Photobucket has the right to remove this Content and you agree that you are responsible for any costs associated with the infringement.
This opens up the doors a bit, but we are limited by the "not for a commercial purpose". In theory we can ship these assets along with the Template, but for the purposes of the ES our hands are tied and we have to avoid this.

This is part of the process of validating existing assets to be compatible with CC-BY and I'll make a list of things we need replaced if I can't find anything.

This would be an example of an acceptable terms of use: http://www.rendertextures.com/terms-of-use/
PRIVATE USE

You can freely use content in your own private projects and scenes. You can modify materials from this site at your own direction.

COMMERCIAL USE

You can freely use content of the site for the creation of commercial products in any form, as long as your product is not actually texture itself.

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johndh
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Re: OpenMW Example Suite - Active Development Notice

Post by johndh » 04 Mar 2016, 22:49

psi29a wrote: I'm currently re-doing some textures/icons/art because:
1) I can't find a license I can point to and say that it is OK to use.
2) Some services have a 'no commercial clause'.
Ah, yes, the woes of custom licenses.

burningwell.org is a decent source for raw texture photos, and they are all in the public domain (i.e. free for any use, with no copyright restrictions whatsoever), but many of them need some processing to make them more useful. Two GIMP plugins that are useful for turning a raw photo into a tileable texture are the low frequency plugin and the resynthesizer. I found this stuff really useful back in my Glest modding days (circa 2007-2011), but there might be something better nowadays.

There are also a ton of good CC0 texture packs on OGA by the user yughues. I haven't messed with them at all to see how game-ready they are.

Additional resources: http://freegamedev.net/wiki/index.php/F ... _resources

There would be much more available if we could use CC-by-SA (like all of the assets from 0 A.D.), but that would cause problems with modders wanting to put Example Suite assets into Bethesda-based mods, so I guess sticking with CC-by might be the way to go.
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

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psi29a
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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 06 Mar 2016, 09:18

I have a manifest file that is CSV, you can edit it notepad or in excel/calc to add to it. It is a slow process, but worth it I think.

I knew about gimp-retexturize, I've used it in the past. The other I'll take a look at, thanks!

CC-BY-SA assets are fine to be mixed into other mods, like Beth's. It just means that if they do anything with those assets, then those assets must also be CC-BY-SA but not the mod. That is their choice however, they are the ones that have to deal with Beth's EULA.

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johndh
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Re: OpenMW Example Suite - Active Development Notice

Post by johndh » 06 Mar 2016, 23:03

psi29a wrote:It just means that if they do anything with those assets, then those assets must also be CC-BY-SA but not the mod.
After further review, I believe that you are right. If the entire addon constitutes a compilation or collective work (which it does seem to), then according to Title 17 of US Copyright Law, "The copyright in such work is independent of, and does not affect or enlarge the scope, duration, ownership, or subsistence of, any copyright protection in the preexisting material." [emphasis mine] This is a nuance I was unaware of until just now. This would mean that the author of the addon has a copyright on the collective work, and that each individual work inside of it would retain its original copyright. I'm not a copyright lawyer, so somebody please correct me if I'm wrong.

In light of all of this, is there a good reason to not include CC-by-SA assets in the Example Suite, given that they won't affect the overall copyright? Naturally, NC and ND assets should be avoided like Corprus, but SA seem fine (and even preferable) to me.
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

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