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OpenMW Example Suite 0.12 released!

Posted: 14 Jun 2016, 16:16
by DestinedToDie
Download 7z here: https://bugs.openmw.org/projects/examplesuite/files

Screens: http://i.imgur.com/8CUia09.jpg
http://i.imgur.com/ANejfn5.jpg

Let me just say that if the upper body looks freaking weird, then it´s only because of the bone placement for Idle animation. It´s a placeholder animation, I did not put effort into it and just noticed after making the release. Here is a screenshot of how it looks when the clavicles aren´t in a super awkward position:

http://i.imgur.com/c0NnQ1l.jpg Albeit they are a little bit close here too.

Although we didn´t manage to hit all our marks, we now have a much better looking character model with the capability to equip a 1-handed weapon in the 3rd person view (you can go into 1st after doing so). We also have an untextured axe in the game for equipping purposes. Our model should be able to equip armor and shields as well, but we lack those at the moment.

I messed around with attack animation, but couldn´t figure out how exactly the animation groups tie to it. Despite assigning a bunch of frames to them the character freezes up when attempting to attack. Completing this may be somewhat important to 0.13, seeing as you cannot go into combat without it. All one needs to do is change the Anim txt file, as a placeholder attack animation is already there.

We didn´t get a creature, so this has been forwarded to 0.13.

I did manage to skin the character body in BetterBodies mod style. This means our character has no seams, the body moves as 1 whole mesh as opposed to being separated to dollish bodyparts. The head can be swapped out if anyone makes more heads. The body can be divided into more parts via dividing it into materials (while keeping the BetterBodies implementation), if anyone wishes to do so. I did not quite figure out 1st person hands, so those are a bit weird.

The model needs a little weight painting around the neck, but otherwise it moves fine.

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I may revisit the animations and body at some point. For now I am stepping back. If anyone feels like contributing to and delegating version 0.13 they may go ahead.

Re: OpenMW Example Suite 0.12 released!

Posted: 14 Jun 2016, 16:24
by psi29a
Yay!

Re: OpenMW Example Suite 0.12 released!

Posted: 14 Jun 2016, 17:56
by lysol
Still working on the axe texture, just FYI.

Re: OpenMW Example Suite 0.12 released!

Posted: 21 Jun 2016, 10:46
by psi29a
DestinedToDie wrote:Is the idea here to do this simultaneously with OpenMW 1.0 release?
Not necessarily.

It is basically whenever I get around to it... it can take several months before the arm-chair lawyers get around to approving an ITP for inclusion into Debian. This is just a precursor step and having it in experimental makes the barrier to entry lower.

I wouldn't ask to upgrade it from experimental to testing until we're all satisfied that it is at least useful and shows of some of OpenMW.

Re: OpenMW Example Suite 0.12 released!

Posted: 24 Jun 2016, 16:47
by GeorgeTheWarp
I'll probably be trying to make pants(ties?). So yeah, still don't have a personal computer, but I learnt the wonder that is Google Drive. Consider this task taken and it'll probably be done in a week, UV mapped but not textured. I still don't have anything good to make a texture, unless taking pictures of Jeans count as good, and slightly modifying it to be brown is good enought, that's your call mate.

I have not been very present the last 2 weeks or so, thought I'd be unable to do work without a personal computer, but seems that installing blender and Visual Studio Community everywhere has been my focus, so I'll probably get back to doing, y'know, more productive stuffs... Than playing Sid Meier's Pirates and Animal Crossing.

Re: OpenMW Example Suite 0.12 released!

Posted: 25 Jun 2016, 02:22
by johndh
GeorgeTheWarp wrote:I still don't have anything good to make a texture, unless taking pictures of Jeans count as good, and slightly modifying it to be brown is good enought, that's your call mate.
Worth a look:
http://www.burningwell.org/gallery2/v/textures/
http://cpetry.github.io/TextureGenerator-Online/

Also try searching opengameart.org for cloth or textile textures.

Re: OpenMW Example Suite 0.12 released!

Posted: 26 Jun 2016, 04:55
by GeorgeTheWarp
Just realized the only hardware I have access to doesn't support graphics acceleration, so blender commits seppuku at launch...

I think the task might as well be done by someone else, it sucks to see your computer die, and leave you without hardware to work with.

Re: OpenMW Example Suite 0.12 released!

Posted: 01 Jul 2016, 21:26
by DestinedToDie
This might be a little heretic, but how about switching from the island scene to a castle in the forest? I have a thing for medieval castles, swords and undead, so this would personally suit me better if I start getting more involved with the project.

Re: OpenMW Example Suite 0.12 released!

Posted: 02 Jul 2016, 01:26
by GeorgeTheWarp
DestinedToDie wrote:This might be a little heretic, but how about switching from the island scene to a castle in the forest? I have a thing for medieval castles, swords and undead, so this would personally suit me better if I start getting more involved with the project.
Well, yeah, why not? It's an engine best suited for fantasy games anyways, and sadly, Island don't seem very medieval-y.

I +1 this idea.

EDIT:
@DestinedToDie: Your body model is waaaaay too high poly. It's a pain to work with. I'm not saying we should go for ultra low poly, but maybe just a balanced. I mean, 30000 tris is a bit overkill for a simple body model. Oblivion had 10 000, and the best oblivion high poly model ranged from 20 000 tris to 30 000 tris (30 000 tris being /a lot/).

What I mean is: The ankles are such a pain to fit to.

Anyways, I'll finish those pants another day, where I'm not drunken or tired. If you want I'll send you the .blend of my work, just pm me.

Re: OpenMW Example Suite 0.12 released!

Posted: 02 Jul 2016, 07:10
by psi29a
I chose an island because it was easy to import and we didn't have to deal with cut off (normal landscape then bam, ocean cut-off). It would be an overly large map.

Can we fit a castle or fort (wooden) on the Island? ;)

I originally wanted an medieval town (fisher village) on the island if that counted.