Example Suite Everything guide v. 0.14

Moderator: Example suite forum moderator

User avatar
DestinedToDie
Posts: 994
Joined: 29 Jun 2015, 09:08

Example Suite Everything guide v. 0.14

Post by DestinedToDie » 27 Jan 2016, 09:26

Want to try your hand at making objects for the Example Suite, but finding it difficult to navigate the mess of old installation guides, broken links and missing xml files? Here's something I combined from them that works easily.

Link to Roadmap!

https://bugs.openmw.org/projects/examplesuite/roadmap

Installing OpenMW-Template:

viewtopic.php?f=20&t=3003

Blender 2.49 tools installation

Quick package (untested) http://www.nexusmods.com/oblivion/mods/42755/?
Spoiler: Show
Blender 2.7x -> Blender 2.49B
Spoiler: Show
Blender NIF exporting
Spoiler: Show
Blender NIF collision
Spoiler: Show
Blender NIF/KF animation
Spoiler: Show
OSG Tools installation
Spoiler: Show
OSG Export
Spoiler: Show
OSG collision

No idea how to do these. If anyone knows, write instructions and I'll include them here.

OSG animations
Spoiler: Show
Normal and Specular maps

https://wiki.openmw.org/index.php?title=TextureModding

When uploading to Redmine
Spoiler: Show
Naming conventions
Spoiler: Show
Additional guidelines
Spoiler: Show
Last edited by DestinedToDie on 25 Feb 2016, 12:02, edited 39 times in total.

User avatar
psi29a
Posts: 3307
Joined: 29 Sep 2011, 10:13
Contact:

Re: How to install Blender 2.49B nifscripts made easy (windo

Post by psi29a » 27 Jan 2016, 09:52

Thanks for this! :)

I found a bundle on nexusmods awhile back that did this as well and worked with wine too.

http://www.nexusmods.com/oblivion/mods/40980/? <-- while it says oblivion, it should also work on morrowind objects.

User avatar
johndh
Posts: 124
Joined: 25 Jan 2015, 18:20

Re: How to install Blender 2.49B nifscripts made easy (windo

Post by johndh » 27 Jan 2016, 13:58

psi29a wrote: I found a bundle on nexusmods awhile back that did this as well and worked with wine too.

http://www.nexusmods.com/oblivion/mods/40980/? <-- while it says oblivion, it should also work on morrowind objects.
That's the one I'm currently using, running on Wine. It's a lot more convenient than hunting down and installing all of the different components. Just make sure to select Morrowind from the list upon exporting.
nif export settings.png
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

User avatar
DestinedToDie
Posts: 994
Joined: 29 Jun 2015, 09:08

Re: Example Suite easy modeling starting kit (Windows)

Post by DestinedToDie » 27 Jan 2016, 17:05

I think I'm done for now. If anyone spots any gaps, feel free to write instructions and I will include them in the OP.

User avatar
psi29a
Posts: 3307
Joined: 29 Sep 2011, 10:13
Contact:

Re: Example Suite easy modeling starting kit (Windows)

Post by psi29a » 27 Jan 2016, 17:11

Great work, thank you for this. :)

This would be great for in the wiki I think, would you mind if someone (me?) ports this over to our wiki?

Question for you, you labeled this for windows. Almost all the scripts are in python, so the question is... how windows specific is this?

User avatar
DestinedToDie
Posts: 994
Joined: 29 Jun 2015, 09:08

Re: Example Suite easy modeling starting kit (Windows)

Post by DestinedToDie » 27 Jan 2016, 17:12

Any pathing I gave is specific to what I see on my windows. I have no idea what the pathing is on your OS.

Edit: Just dropping a link for later experimenting. http://trac.openscenegraph.org/projects ... es/osgconv

User avatar
Berandas
Posts: 85
Joined: 28 Oct 2012, 11:23
Location: Prague, Czech Republic
Contact:

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

Post by Berandas » 30 Jan 2016, 13:18

I should do some experiments with this osg exporter, thanks for the guidelines. I have some questions about creature animation and the new engine though.
Is OpenMW engine going to allow us to use more Idle/Attack animations in creature files?
The original engine wasn't using sounds (in creature text files) that contained spaces in their names (there were even some vanilla creatures with such sound files, that were never played), is this going to be fixed?
Can we get turn right/turn left animtion working for creatures? (It's necessary especially for large creatures)
Is it possible to have animated collision boxes or different collision shapes for creatures?

User avatar
DestinedToDie
Posts: 994
Joined: 29 Jun 2015, 09:08

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

Post by DestinedToDie » 10 Feb 2016, 08:28

Figured out how to get .dds files working with .osgt and added it to the instructions.

Also added minor guides to uploading to Redmine.

User avatar
psi29a
Posts: 3307
Joined: 29 Sep 2011, 10:13
Contact:

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

Post by psi29a » 10 Feb 2016, 10:01

Now that is super. Thank you!

By the way, I use a combination here:

windows blender 2.49b with osgexport: this allows me to port from nif to osg
linux blender 2.74 with osgexport: allows for latest blender to osg support

The interesting thing here is that osgexport is directly from the author's github and not from scrawl's.

What exactly is the difference between scrawl's version and the original? With Scrawl's updates go back upstream?

User avatar
DestinedToDie
Posts: 994
Joined: 29 Jun 2015, 09:08

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

Post by DestinedToDie » 10 Feb 2016, 10:26

psi29a wrote:
The interesting thing here is that osgexport is directly from the author's github and not from scrawl's.

What exactly is the difference between scrawl's version and the original? With Scrawl's updates go back upstream?
I can't say I know the difference, but can you please give me the link to Scrawl's?

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest