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Re: OpenMW Example Suite 0.14

Posted: 30 Aug 2016, 13:42
by AnyOldName3
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.

Re: OpenMW Example Suite 0.14

Posted: 30 Aug 2016, 13:43
by psi29a
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/

Re: OpenMW Example Suite 0.14

Posted: 30 Aug 2016, 20:30
by Lamoot
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.

Re: OpenMW Example Suite 0.14

Posted: 21 Sep 2016, 16:51
by DestinedToDie
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.