OpenMW Example Suite 0.14

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

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psi29a
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Re: OpenMW Example Suite 0.14

Post by psi29a »

BTW: http://opengameart.org/content/daniel-a ... med-models

This guy's stuff is pretty good. I like the props especially, but worth looking into for a little added atmosphere. :)

It is all CC0 "Public Domain", so... i say this is perfect.

preview (open in new window):
http://opengameart.org/sites/default/fi ... review.PNG
Image

NOTE: the windows should probably be another colour or texture ;)
GeorgeTheWarp
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Re: OpenMW Example Suite 0.14

Post by GeorgeTheWarp »

Great find! Hopefully we'll be able to parallax them without too much pain.
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Methelina
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Re: OpenMW Example Suite 0.14

Post by Methelina »

Yeah and it want a foliage and color-tone mastering a little. Does normal maps here?
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psi29a
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Re: OpenMW Example Suite 0.14

Post by psi29a »

If anyone wants to take the models, textures, etc... re-master or otherwise use new textures, make it awesome for inclusion... feel free! :D

Since this are statics, they can be exported straight to OSG native.
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DestinedToDie
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Re: OpenMW Example Suite 0.14

Post by DestinedToDie »

I have good news and I have bad news. Good news is I got the werewolf mechanic to work!

http://i.imgur.com/EVCPxdc.png

Bad news. It seems we cannot use a custom skeleton, or you will get the result you see in the screenshot. I´ll probably have to rig it to the same skeleton we currently have in anim files. And that skeleton does not match the seducer model very well (wasn´t made with it in mind). The tongue is also going to be problematic.

Morrowind handles it like this. Anim files (no tail) -> argonian anim files (tail) -> werewolf animations. This way you can get a working tail for the wolf. We could use this to get a working tongue. However I suspect it may be a lot of work figuring this out. So do we maybe skip the tongue for now?

There´s also the option of forgetting the werewolf form. Just make her a creature, with tongue attack and her own skeleton. This is the easiest option here.
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Methelina
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Re: OpenMW Example Suite 0.14

Post by Methelina »

let tongue away from mission. ok
She must be playable in other case, wht will be ideas to fix the issues?
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DestinedToDie
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Re: OpenMW Example Suite 0.14

Post by DestinedToDie »

Methelina wrote:She must be playable in other case, wht will be ideas to fix the issues?
Rig to the current player skeleton. Hope the skinning is not too horrible.

We´d be trying to suit this skeleton on her. http://i.imgur.com/dzcTd35.png
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psi29a
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Re: OpenMW Example Suite 0.14

Post by psi29a »

Found some more stuff by the same guy above, including modular parts for medieval houses.
http://www.blendswap.com/blends/user/24625/page:2

There is a ton of models here as well, including licenses that are compatible to ours:
http://www.blendswap.com/blends/search? ... ction=desc
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DestinedToDie
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Re: OpenMW Example Suite 0.14

Post by DestinedToDie »

Nice find. Unfortunately there´s never been anyone to spend time on porting opengameart assets. I´ve made a task for it, maybe someone will pick it up.

https://bugs.openmw.org/issues/3511
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psi29a
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Re: OpenMW Example Suite 0.14

Post by psi29a »

DestinedToDie wrote:Nice find. Unfortunately there´s never been anyone to spend time on porting opengameart assets. I´ve made a task for it, maybe someone will pick it up.

https://bugs.openmw.org/issues/3511
Well... if I can find time to go through the newb2pro blender book, I might take some time to port them.
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