OpenMW Example Suite 0.18

OpenMW's very own demo, template and game to show off everything that OpenMW is capable of.

Moderator: Example suite forum moderator

User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.18

Post by psi29a »

https://blog.patreon.com/not-rolling-out-fees-change/

Patreon is back-tracking on their new fee structure.
User avatar
DestinedToDie
Posts: 1181
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.18

Post by DestinedToDie »

I have vacation starting tomorrow, which means I'll have 9 consecutive free days coming up that I want to dedicate on getting some progress on this project. Not sure if this is version 0.18 guaranteed, but I do hope to get a fair bit of things done.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.18

Post by psi29a »

I wish you success! :)
Ferk
Posts: 36
Joined: 08 Sep 2013, 20:27

Re: OpenMW Example Suite 0.18

Post by Ferk »

How's the status?

One suggestion: maybe before going on creating new areas like graveyard and so, there should be a more adequate topology to the ES world.
As it stands, it's an infinite totally flat plane. This is unrealistic and immersion breaking, imho.

Why not add some cliffs surrounding the areas you want to delimit the zone and maybe some slopes here and there? the church and graveyard for example could be located in a hill up inside the forest while the main city is in sort of a valley. The forest doesn't have to be completely flat.

I think it would be easier to set up the topology first and add elements on top rather than doing it all in a flat plane and have to move everything around later on.

If I wanted to help doing some contribution to the mapping or so, how would I get the latest version for it? I see the Github is empty.
User avatar
AnyOldName3
Posts: 2666
Joined: 26 Nov 2015, 03:25

Re: OpenMW Example Suite 0.18

Post by AnyOldName3 »

I thought we were using that island which we had height data for as the terrain base?
Ferk
Posts: 36
Joined: 08 Sep 2013, 20:27

Re: OpenMW Example Suite 0.18

Post by Ferk »

I haven't seen the original island.esp, but the base region is indeed called "island".
However, the whole region is still just an infinite flat surface with water underneath.

Image

It could also do with some swamp or dirty lake around the forest area.
User avatar
DestinedToDie
Posts: 1181
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.18

Post by DestinedToDie »

I was thinking about foresty area and leave the swamps until we have landscape editing... now we might have landscape editing, though. Might have a small swamp somewhere there.
Post Reply