OpenMW Example Suite 0.14

Moderator: Example suite forum moderator

User avatar
psi29a
Posts: 3448
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.14

Post by psi29a » 29 Aug 2016, 20:59

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
Posts: 40
Joined: 02 Jun 2016, 02:56

Re: OpenMW Example Suite 0.14

Post by GeorgeTheWarp » 30 Aug 2016, 06:25

Great find! Hopefully we'll be able to parallax them without too much pain.

User avatar
Methelina
Posts: 34
Joined: 22 Aug 2016, 09:21
Contact:

Re: OpenMW Example Suite 0.14

Post by Methelina » 30 Aug 2016, 08:14

Yeah and it want a foliage and color-tone mastering a little. Does normal maps here?
Laudate eum de terra
Dracones omnes abyssi
Laudate sol et luna
Stellae Lumen Ignis
Ego dixo
Vadam ad portas inferi
Terribilis est locus iste

User avatar
psi29a
Posts: 3448
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.14

Post by psi29a » 30 Aug 2016, 08:51

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.

User avatar
DestinedToDie
Posts: 1059
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.14

Post by DestinedToDie » 30 Aug 2016, 09:31

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.

User avatar
Methelina
Posts: 34
Joined: 22 Aug 2016, 09:21
Contact:

Re: OpenMW Example Suite 0.14

Post by Methelina » 30 Aug 2016, 09:34

let tongue away from mission. ok
She must be playable in other case, wht will be ideas to fix the issues?
Laudate eum de terra
Dracones omnes abyssi
Laudate sol et luna
Stellae Lumen Ignis
Ego dixo
Vadam ad portas inferi
Terribilis est locus iste

User avatar
DestinedToDie
Posts: 1059
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.14

Post by DestinedToDie » 30 Aug 2016, 09:38

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

User avatar
psi29a
Posts: 3448
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.14

Post by psi29a » 30 Aug 2016, 12:15

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

User avatar
DestinedToDie
Posts: 1059
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.14

Post by DestinedToDie » 30 Aug 2016, 12:47

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

User avatar
psi29a
Posts: 3448
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.14

Post by psi29a » 30 Aug 2016, 13:38

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.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests