Example Suite Everything guide v. 0.14

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

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psi29a
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by psi29a »

https://github.com/OpenMW/osgexport

which is a fork of (and in sync with)

https://github.com/scrawl/osgexport

which is a fork of

https://github.com/cedricpinson/osgexport

So far I've only used the ones from cedric since it had 'releases' for 2.49b and 2.74
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DestinedToDie
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by DestinedToDie »

Ok, switched link to Scrawl's version of OSG exporter.
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hircine
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by hircine »

I have done a quick upload of this guide to the wiki for readability.

https://wiki.openmw.org/index.php?title ... port_Guide

it needs a bit of improvement, but it's a start.
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psi29a
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by psi29a »

Nice! :D Thank you.
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DestinedToDie
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by DestinedToDie »

Updated. We now have a step-by-step guide for making partial collision. Kudos to LordBerandas for figuring it out.
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Berandas
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by Berandas »

So, two days ago, I created a little something, I exported it fine, but I wanted to ask about shaders and materials. Should I use the BI materials or Cycles node-based ones? Is there any speciffic setting that should be kept? What maps are supported? I have albedo/ao/gloss/normal/specular maps done for my meshes.
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DestinedToDie
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by DestinedToDie »

I would experiment with cycles nodes, because the 2.49 nif exporter doesn´t really allow for them. Would be interesting to see what can be done with that on OpenMW. OpenMW supports diffuse/normal/specular maps. Here´s a small guide to enabling and naming them: https://wiki.openmw.org/index.php?title=TextureModding
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DestinedToDie
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by DestinedToDie »

Small update on how to bring your assets from latest Blender to 2.49.
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DestinedToDie
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Re: Example Suite easy modeling starting kit (Windows) v. 0.

Post by DestinedToDie »

Update: An extra screenshot and additional clarification on exporting to nif.
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lysol
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Re: Example Suite Everything guide v. 0.14

Post by lysol »

I get an error when I try to export to .nif, but not that error. It says:

Code: Select all

Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "D:\Jocke\Program\Grafik\Blender 2.49 Nif tools\.blender\scripts\export\export_nif.py", line 17, in <module>
    import logging
ImportError: No module named logging
Seems to be a python path problem. Found this little guide to help me, but now, I get this error instead:

Code: Select all

  File "<string>", line 1, in <module>
  File "D:\Jocke\Program\Grafik\Blender 2.49 Nif tools\.blender\scripts\export\export_nif.py", line 22, in <module>
    from nif_common import NifImportExport
  File "D:\Jocke\Program\Grafik\Blender 2.49 Nif tools\.blender\scripts\bpymodules\nif_common.py", line 91, in <module>
    from pyffi.formats.nif import NifFormat
  File "D:\Program\Python\lib\site-packages\pyffi\formats\nif\__init__.py", line 348, in <module>
    import pyffi.formats.bsa
  File "D:\Program\Python\lib\site-packages\pyffi\formats\bsa\__init__.py", line 111, in <module>
    class BsaFormat(pyffi.object_models.xml.FileFormat):
  File "D:\Program\Python\lib\site-packages\pyffi\object_models\xml\__init__.py", line 94, in __init__
    parser = xml.sax.make_parser()
  File "D:\Program\Python\lib\xml\sax\__init__.py", line 93, in make_parser
    raise SAXReaderNotAvailable("No parsers found", None)
xml.sax._exceptions.SAXReaderNotAvailable: No parsers found
Apperently, this is said to have something to do with 64 bit Python. So I have to install 32 bit instead. Just for this. Dammit.

Destined, would you mind exporting a model for me to .nif? :roll:
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