OpenMW Example Suite 0.14

Moderator: Example suite forum moderator

User avatar
AnyOldName3
Posts: 563
Joined: 26 Nov 2015, 03:25

Re: OpenMW Example Suite 0.14

Post by AnyOldName3 » 30 Aug 2016, 13:42

Honestly you don't even need to go that far through the book before blender will just 'click' and you'll be able to find (potentially by guessing or potentially with Google) any feature you need. Once I was confident with the UI, it all made sense.

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, 13:43

I've done guess work up until now... I really want to learn the UI better. That and working on a 4K monitor makes everything so damn small in the UI. I need to bump that up a bit for it to be usable.

Solved: DPI set from 72 to 144, now I can read the damn thing. This is for 2.76... not sure if 2.49 has that ability. Anyone know?

Update: not sure how useful this is but... http://osgedit.sourceforge.net/

Lamoot
Posts: 59
Joined: 22 Apr 2016, 12:03

Re: OpenMW Example Suite 0.14

Post by Lamoot » 30 Aug 2016, 20:30

In recent Blender versions you can leave the DPI as it is and switch Virtual Pixel Mode from Native to Double. It's located just below the DPI settings.

No idea about 2.49, that was way before any fundamental UI changes were made.

User avatar
DestinedToDie
Posts: 1058
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.14

Post by DestinedToDie » 21 Sep 2016, 16:51

I'm no longer working on the anim files. The reason? I thought up an entirely different approach to the skeleton and bodyparts. It's not compatible with a generic game and I think it would be better for ES to use an analogue of what's in Morrowind rather than my approach.

Anyway since I'm not working on them anymore, anim files are free for the taking if anyone wants them.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest