Art assets

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

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Greendogo
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Re: Art assets

Post by Greendogo » 05 Aug 2013, 10:59

Well, I'm glad you didn't lose too much time. :D

Feel free to commit as much or as little effort to the body/skeleton project as you'd like.

silentthief
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Re: Art assets

Post by silentthief » 07 Aug 2013, 02:14

wheybags wrote:Mod makers routinely distribute stuff not-quite-legally.
A texture pack that uses modified versions of the original textures is copyright infringement, so is a modified model, and I am reasonably sure, so is a skeleton.
Then the remake called better bodies by psychodogs studios is unusable by that definition, as well?
Faelian wrote:Anyway, to be honest, morrowind REALLY need new skeleton. The old one is just bad and it makes terrible limitations to animations, clothing and body. Apparently, i could do a new body, rig it to a new skeleton and then make animations for it.
Agreed the rigging and look of vanilla MW was bad. The characters all walked around stiff as a board. But the process of making a new skeleton for default openMW distribution is gonna be a pain in the butt. Can't we make it so open MW uses existing models from MW if the user owns the game? I thought we could re-implement as long as we didn't distribute, as in the ability to use art assets made by bethesda as long as we don't try to give them away...?

ST
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

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psi29a
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Re: Art assets

Post by psi29a » 07 Aug 2013, 08:37

silentthief wrote:Can't we make it so open MW uses existing models from MW if the user owns the game? I thought we could re-implement as long as we didn't distribute, as in the ability to use art assets made by bethesda as long as we don't try to give them away...?
No.

The reason is that the long-term goal of OpenMW is to be usable without Morrowind. That any work in this area needs to be free of IP (copyright) problems. The idea of an 'example-suite' is also to provide a starting point for developers/modders that want to take the OpenMW engine and go further with it without using nor infringing on Bethesda's and Zenimax's IP.

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Greendogo
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Re: Art assets

Post by Greendogo » 07 Aug 2013, 09:19

Bingo.

silentthief
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Re: Art assets

Post by silentthief » 08 Aug 2013, 21:16

If we come up with a skeleton, complete with rigging and animation; does it have to be converted into NIF/KIF? Reason I ask is as far as I know the only way to do the conversion is through the 3DS max NIF converter (which only worked for max versions 3-5, and the older versions of max now are impossible to find)

ST
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

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psi29a
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Re: Art assets

Post by psi29a » 08 Aug 2013, 22:36

It doesn't have to be NIF, it can be in Ogre3D's native format too. That is on OpenMW's roadmap.

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hircine
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Re: Art assets

Post by hircine » 09 Aug 2013, 08:56

any chance of using?: http://www.makehuman.org/

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Greendogo
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Re: Art assets

Post by Greendogo » 09 Aug 2013, 10:12

If we use non-Nif files, Hircine, we're going to need to wait until the OpenCS is done before doing work involving NPCs. That's fine with me. How about you?

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hircine
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Re: Art assets

Post by hircine » 09 Aug 2013, 10:36

Can we not somehow convert these to nif format?
even if we can't, I'm still fine with that. :)

We can still do stuff with NPC's, its just that they won't have a mesh attached :P
and we need to build a library of assets before NPC's are needed.

dinamic
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Re: Art assets

Post by dinamic » 09 Aug 2013, 16:56

Hi Folks, im pretty new to both morrowind modding and openmw, but would these tools work for converting objects/animations etc from blender to nif ?

http://niftools.sourceforge.net/wiki/NifTools

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