OpenMW Template art

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

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Lamoot
Posts: 136
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot » 04 Apr 2021, 20:16

psi29a wrote:
02 Apr 2021, 09:50
I'm glad it works. :)

(Image takes awhile to load, looks glorious )
I'll put the images under a spoiler tag in the future, so they don't load automatically and hog the loading of the thread.

In other news, there's some great news! unelsson helped me set up OpenMWDude.dae so OpenMW can read it properly. This means player movement now works and the template is finally functional. There's of course still things to work on and improve, but it's a big milestone :D

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Atahualpa
Posts: 1153
Joined: 09 Feb 2016, 20:03

Re: OpenMW Template art

Post by Atahualpa » 06 Apr 2021, 12:11

Lamoot wrote:
04 Apr 2021, 20:16
In other news, there's some great news! unelsson helped me set up OpenMWDude.dae so OpenMW can read it properly. This means player movement now works and the template is finally functional. There's of course still things to work on and improve, but it's a big milestone :D
So I can just download your ES files from GitLab, install it like a normal mod, activate the .omwgame file in the launcher, and run around? :shock:

Lamoot
Posts: 136
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot » 07 Apr 2021, 06:07

Atahualpa wrote:
06 Apr 2021, 12:11
So I can just download your ES files from GitLab, install it like a normal mod, activate the .omwgame file in the launcher, and run around? :shock:
It works on my machine, but I haven't uploaded all the files to the repository yet. It's mainly missing the fonts file and its MyGUI definition. I want to properly include license and attribution information, as all the other files I've been uploading are released as public domain. Then there's also the current placeholder UI graphics.

With the disclaimer out of the way, yes, the end goal is to offer an .omwgame project to run OpenMW without any copyrighted content or non-free formats. And it's getting close!

It's fair to mention the Template and Example Suite projects already available https://downloads.openmw.org/openmw-example-suite/ made by DestinedToDie. It's the first iteration of unburdened content needed to run OpenMW. What I'm doing is another attempt at that, but with various improvements.

Lamoot
Posts: 136
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot » 07 Apr 2021, 22:15

Alright some more good news. I managed to find the corresponding settings in MyGUI skin definition files to get rid of stretchy UI textures. The original Morrowind textures worked well, but anything with a higher resolution could appear stretched or blurred. This opens the way to finalize the UI graphics.

I also have a question regarding Pelagiad.ttf and openmw_font.xml, files needed so the template actually displays text. The fonts are available under the SIL Open Font Licence. The .xml I got from the existing template found here https://downloads.openmw.org/openmw-example-suite/ and was wondering what license this file uses? At least in the main OpenMW repository, the MyGUI files are GPL 3 from what I can tell.

Lamoot
Posts: 136
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot » 09 Apr 2021, 21:49

Lamoot wrote:
07 Apr 2021, 22:15
I also have a question regarding Pelagiad.ttf and openmw_font.xml, files needed so the template actually displays text. The fonts are available under the SIL Open Font Licence. The .xml I got from the existing template found here https://downloads.openmw.org/openmw-example-suite/ and was wondering what license this file uses? At least in the main OpenMW repository, the MyGUI files are GPL 3 from what I can tell.
I included the Pelagiad.ttf font with its licence and MyGUI configuration file in the template repository. I'm following the logic that openmw_font.xml from https://github.com/Isaskar/Pelagiad is a modification of the openmw_font.xml found in OpenMW repository, meaning it's GPL 3.0.

Also included are the mouse cursor textures, this means the template is now fully operational. The UI is still made of placeholder images, but the functionality is all there. Many yays!

My next step is to improve and polish the existing content, and then most likely continue working on player animations to eventually have a whole set.

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