OpenMW Example Suite - Active Development Notice

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johndh
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Re: OpenMW Example Suite - Active Development Notice

Post by johndh » 25 Jan 2016, 19:37

NICE! One nitpick, though. In AUTHORS.md, individual authors and their works should be listed instead of opengameart.org, along with links to each person's content, as the site isn't the owner or author of any of the content.

More generally, woohoo! :D
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 » 25 Jan 2016, 23:40

johndh wrote:NICE! One nitpick, though. In AUTHORS.md, individual authors and their works should be listed instead of opengameart.org, along with links to each person's content, as the site isn't the owner or author of any of the content.

More generally, woohoo! :D
That is coming, I need to run through and md5sum everything first. There will be a manifest file that contains filename, md5sum and attribution.

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psi29a
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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 26 Jan 2016, 13:13

After looking at some of the available Island DEMs available, I think I've settled on one that fits our needs.

Points of interest:
* natural harbour(s)
* relatively small size: 5401x2377 or 85 cells by 38 cells
* can be reduced in size by removing cells below height threshold
* has hills and mountains
* can be easily traversed
* can be easily modified

Screenshot of the island from above:
screenshot001.png
This is the Island of Pago Pago: https://en.wikipedia.org/wiki/Pago_Pago

The DEM module is available here:
https://www.ngdc.noaa.gov/dem/squareCel ... wnload/644

The data is "Public Domain" as it was produced or resourced by NOAA, a US governmental agency.
https://www.ngdc.noaa.gov/ngdcinfo/priv ... #copyright
https://www.ngdc.noaa.gov/mgg/aboutmgg/contrib.html
All data sent to NCEI are in the public domain and will be distributed without restriction at cost of reproduction, processing, and handling. Please do not send data that are still under proprietary hold unless you have made prior arrangements with NCEI, otherwise by sending data to us, you are giving your consent to public dissemination.
Full shot by gdal:
Pago_Pago_DEM_full.jpg
What do you guys think? We can reduce the data set down to just the main island which would save on loading times.

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Zini
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Re: OpenMW Example Suite - Active Development Notice

Post by Zini » 26 Jan 2016, 13:46

relatively small size: 5401x2377 or 85 cells by 38 cells
Just a warning. That sounds pretty big, even if a lot of it is water. Developing a single cell properly takes hours, at least with TES-CS. OpenMW-CS should allow quicker progress, but you are still looking at a very large amount of work.

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psi29a
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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 26 Jan 2016, 14:05

I've never used TES-CS and never will. :)

That being said, there is some fat to be trimmed to be sure! :)

Other options were very much larger than this.

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johndh
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Re: OpenMW Example Suite - Active Development Notice

Post by johndh » 26 Jan 2016, 14:49

I don't suppose there's a way to procedurally/dynamically place foliage, rocks, and/or other set dressing (and then manually adjust as necessary), is there? That could reduce the workload considerably, and also make the environments potentially look much more natural. There seem to be plenty of software out there that does this, but I'm not that familiar with it, so I may be asking too much. :oops:

On a separate note, I've been in contact with the crew over at NIFtools, and we/they got NIF exporting to work for static models in modern versions of Blender, but animations still can only be exported in v2.49b and earlier. I'll have a go at getting an old version running so I can try my hand at animations.
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

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Re: OpenMW Example Suite - Active Development Notice

Post by psi29a » 26 Jan 2016, 15:00

I was thinking on doing something elevation based with TESannwyn. Anything under a meter of elevation (above sea level) is sand (instead of everything being sand: TES3 land type 1). The max height minus 5 meters would be rock, then a few meters of earth and the rest until 1 meter above sea level would be grass.

That should help cut down on work and give a nice relief map effect.

Littering it with statics will be harder and likely a feature request in OpenMW-CS. :)

I had hoped to go: "here is a group of various Trees models/textures... now go sprinkle a bit of them, over there" If I wanted more trees there, I keep "sprinkling" until I was satisfied. :)

The goal here is to split up the work into cells, and the very first areas that our 'player' will arrive in will be populated first.

By no means do we say it is 'ready' when all cells are filled. I figured if there was any interest, we could mapping out addition cells for future 'expansions'. ;)

Don't forget, we can scale this map down too!

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johndh
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Re: OpenMW Example Suite - Active Development Notice

Post by johndh » 26 Jan 2016, 16:13

psi29a wrote:I was thinking on doing something elevation based with TESannwyn. Anything under a meter of elevation (above sea level) is sand (instead of everything being sand: TES3 land type 1). The max height minus 5 meters would be rock, then a few meters of earth and the rest until 1 meter above sea level would be grass.
Don't forget slope! :)
psi29a wrote: Littering it with statics will be harder and likely a feature request in OpenMW-CS. :)

I had hoped to go: "here is a group of various Trees models/textures... now go sprinkle a bit of them, over there" If I wanted more trees there, I keep "sprinkling" until I was satisfied. :)
Does that same program do maps of moisture, humidity, weather, etc.? I wonder if it could be scripted such that objects and their frequencies depend on moisture, so some objects appear densely in damp areas (mangroves, sycamores) while others appear sparsely in dry areas (acacia, cacti), perhaps from a text/XML file with a list of objects and some value for their moisture affinity? I don't know how this information is stored in OMW, but I'm guessing that the main thing is some kind of list of object instances and their locations? A more pie-in-the-sky ambition would be to make some statics prefer to be placed near others of a particular type or set, like how members of the heath family (rhododendron, mountain laurel, tea berry) like to grow in the acidic soil of hemlock forests, but I won't hold my breath for that one.
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 » 26 Jan 2016, 16:27

I think that is beyond the scope of this thread at the moment and more feature ideas for OpenMW-CS.

For now, I'm sticking the ship-wreck story, exploring and gathering clues idea. With this, we can keep the area size and scope down quite a bit.

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lysol
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Re: OpenMW Example Suite - Active Development Notice

Post by lysol » 26 Jan 2016, 18:44

Zini wrote: Just a warning. That sounds pretty big, even if a lot of it is water. Developing a single cell properly takes hours, at least with TES-CS. OpenMW-CS should allow quicker progress, but you are still looking at a very large amount of work.
Would it be possible (of course it's possible, but I mean more like: is there any interest in/is it "not that hard") to add functions to "paint" trees and bushes, for example? Like, you select a certain area that you want to define as a forest, for example, and the CS generates random trees and bushes in that area. Would that be something that could easily be done?
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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