Weapon sheathing

Everything about development and the OpenMW source code.
NullCascade
Posts: 121
Joined: 16 Jan 2012, 07:58

Re: Weapon sheathing

Post by NullCascade »

psi29a wrote: 09 Oct 2018, 16:18Which took inspiration from the PR made by akortunov here: https://github.com/OpenMW/openmw/pull/1615 in February but labeled for post-1.0 inclusion. But it looks like it might get relabeled pre-1.0 and be MWSE compatible. ;)
This has been a mod that Greatness7 has wanted to make for years. It is not inspired by akortunov's fork, though he has worked with akortunov to help support OpenMW's version.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: Weapon sheathing

Post by psi29a »

Thanks for the correction! Sorry G7, glad to see that there things can still be collaborated on. :)
User avatar
Amenophis
Posts: 320
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

Weapons for Beasts?

Post by Amenophis »

Only now that we are so near to have this feature mainlined, I finally realized that there are no pics with Beast Races.

Is that? Any chance of sheathed weapons for Beasts on a near future?
User avatar
lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Weapon sheathing

Post by lysol »

I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?
User avatar
akortunov
Posts: 899
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Weapon sheathing

Post by akortunov »

lysol wrote: 31 Oct 2018, 11:34 I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?
1. Beast races and bipedal creatures use the xbase_anim_sh.nif too - we do not replace the whole skeleton, just inject some bones to existing one.
2. It seems the direct mentioning (by @ sign) does not work here.
User avatar
akortunov
Posts: 899
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Weapon sheathing

Post by akortunov »

Example of screenshot:
Image

Unfortunately, there is a clipping with tail for large two-handed weapons (two-handed swords, spears, staffs) when idle.
Probably someone will need to modify idle animations for beast races.
User avatar
lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Weapon sheathing

Post by lysol »

akortunov wrote: 31 Oct 2018, 11:49 2. It seems the direct mentioning (by @ sign) does not work here.
Yes, I know this actually. I just put the @-sign there to make it clear that I'm asking you and not just talking about you. Maybe a bit pointless, but whatever.
User avatar
AnyOldName3
Posts: 2666
Joined: 26 Nov 2015, 03:25

Re: Weapon sheathing

Post by AnyOldName3 »

It's accepted punctuation on other forums where it doesn't send an alert, so that's how I read it.
User avatar
Amenophis
Posts: 320
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

Re: Weapon sheathing

Post by Amenophis »

Spoiler: Show
Thank you. This is good news. Congratulations.
User avatar
akortunov
Posts: 899
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Weapon sheathing

Post by akortunov »

Finally I managed to get a working prototype of shields sheathing: https://github.com/akortunov/openmw/tre ... red_shield
A code is a mess yet - it needs a refectoring.
Shield equipping animations are supported too.
As for hold pseudo-shields from mods, for now this branch supports two possible ways to handle them:
1. Declare an _sh-model without "Bip01 Sheath" node.
2. Set a bodypart type to Clothing instead of Armor for such pseudo-shield.
But both approaches require to patch mod anyway.
Post Reply