OpenMW Example Suite 0.17

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DestinedToDie
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OpenMW Example Suite 0.17

Post by DestinedToDie » 23 Apr 2017, 11:18

Stuff for the next month.

1. Tree1 DONE
2. Tree2 DONE
3. TreeTwister DONE
4. TreeAngel DONE
5. Tree3 DONE
6. Tree4 DONE
7. Tree5 DONE
X. Graveyard fence.
X. Fence post.
X. Grave stone.
X. Grave.

This may be the last release where I work on statics for a while. Or maybe not. Technically we have a bunch of extra objects that could be made. But I'd rather make the bare essentials and move on so the project doesn't stall on minor details.

Btw we got pretty close to 50 MB last release. We probably need to make the upload limit higher for the next one.

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psi29a
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Re: OpenMW Example Suite 0.17

Post by psi29a » 23 Apr 2017, 12:37

We have Lady Eternity and Barbarus resources at our disposal:

http://mw.modhistory.com/download-90-13927
http://mw.modhistory.com/download-90-5715

This should get us most of that.

There are also a few Trees that are CC-BY, but most of them are CC-BY-NC (Vurt did most of them).

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DestinedToDie
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Re: OpenMW Example Suite 0.17

Post by DestinedToDie » 23 Apr 2017, 15:47

While they look nice, I'm not sure that they would visually fit into the current area.

Ferk
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Re: OpenMW Example Suite 0.17

Post by Ferk » 27 Apr 2017, 19:01

Have you considered hosting the project in Github or similar?
You probably wouldn't need to worry about the upload limit and yet you would be able to keep a history. It would also be particularly useful for the scripts, the packaging, etc.

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DestinedToDie
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Re: OpenMW Example Suite 0.17

Post by DestinedToDie » 27 Apr 2017, 21:03

Yes, our next version will be uploaded to github.

As for history, scripts... Currently, OpenMW-CS is not ideal for team work. Merging files .omwaddon files while keeping OpenMW-Template.omwgame unmerged requires an extremely hack-ish method and gives some in-orderly results. I think it'll be more practical to keep the work in progress on Redmine.

I can see us moving more over to github once we can properly merge game files.

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DestinedToDie
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Re: OpenMW Example Suite 0.17

Post by DestinedToDie » 06 May 2017, 11:03

In hindsight I probably should have just kept it Balrum/Dink Smallwood style and gone with only 1 or 2 generic tree for the entire game. Anyway, a little late for that now. This is going to be the tree update. http://i.imgur.com/3pTzxPN.png

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psi29a
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Re: OpenMW Example Suite 0.17

Post by psi29a » 06 May 2017, 12:15

It's going to eat you scoobie-doo!

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DestinedToDie
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Re: OpenMW Example Suite 0.17

Post by DestinedToDie » 06 May 2017, 13:01

Still a bit raw, but I think I'm going to move on.. http://i.imgur.com/ofiE4Ui.png

We'll be making a lot more models for Deadwood area once we get to detailing. For now, a bare-bones mock-up will do.

Enetheru
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Re: OpenMW Example Suite 0.17

Post by Enetheru » 06 May 2017, 17:31

have you considered using nobiax's work all CC0 - http://nobiax.deviantart.com/gallery/24853853/Packs

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DestinedToDie
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Re: OpenMW Example Suite 0.17

Post by DestinedToDie » 06 May 2017, 19:24

I think that's more of psi29a's thing.

I've been making the stuff so far by myself. The reason behind that is achieving some consistency in how the game looks. If I were to import a small colorful bush from there, it would really stick out amidst the giant bulky dead trees. Of course, I won't rule out that in the future at some new area we'll get a more generic looking style where different assets from different mods and projects would fit together nicer.

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