OpenMW Example Suite 0.12 released!

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

Moderator: Example suite forum moderator

User avatar
DestinedToDie
Posts: 1181
Joined: 29 Jun 2015, 09:08

OpenMW Example Suite 0.12 released!

Post by DestinedToDie »

Download 7z here: https://bugs.openmw.org/projects/examplesuite/files

Screens: http://i.imgur.com/8CUia09.jpg
http://i.imgur.com/ANejfn5.jpg

Let me just say that if the upper body looks freaking weird, then it´s only because of the bone placement for Idle animation. It´s a placeholder animation, I did not put effort into it and just noticed after making the release. Here is a screenshot of how it looks when the clavicles aren´t in a super awkward position:

http://i.imgur.com/c0NnQ1l.jpg Albeit they are a little bit close here too.

Although we didn´t manage to hit all our marks, we now have a much better looking character model with the capability to equip a 1-handed weapon in the 3rd person view (you can go into 1st after doing so). We also have an untextured axe in the game for equipping purposes. Our model should be able to equip armor and shields as well, but we lack those at the moment.

I messed around with attack animation, but couldn´t figure out how exactly the animation groups tie to it. Despite assigning a bunch of frames to them the character freezes up when attempting to attack. Completing this may be somewhat important to 0.13, seeing as you cannot go into combat without it. All one needs to do is change the Anim txt file, as a placeholder attack animation is already there.

We didn´t get a creature, so this has been forwarded to 0.13.

I did manage to skin the character body in BetterBodies mod style. This means our character has no seams, the body moves as 1 whole mesh as opposed to being separated to dollish bodyparts. The head can be swapped out if anyone makes more heads. The body can be divided into more parts via dividing it into materials (while keeping the BetterBodies implementation), if anyone wishes to do so. I did not quite figure out 1st person hands, so those are a bit weird.

The model needs a little weight painting around the neck, but otherwise it moves fine.

------------------------------------------------------------------------------------------------------------------

I may revisit the animations and body at some point. For now I am stepping back. If anyone feels like contributing to and delegating version 0.13 they may go ahead.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.12 released!

Post by psi29a »

Yay!
User avatar
lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: OpenMW Example Suite 0.12 released!

Post by lysol »

Still working on the axe texture, just FYI.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.12 released!

Post by psi29a »

DestinedToDie wrote:Is the idea here to do this simultaneously with OpenMW 1.0 release?
Not necessarily.

It is basically whenever I get around to it... it can take several months before the arm-chair lawyers get around to approving an ITP for inclusion into Debian. This is just a precursor step and having it in experimental makes the barrier to entry lower.

I wouldn't ask to upgrade it from experimental to testing until we're all satisfied that it is at least useful and shows of some of OpenMW.
GeorgeTheWarp
Posts: 40
Joined: 02 Jun 2016, 02:56

Re: OpenMW Example Suite 0.12 released!

Post by GeorgeTheWarp »

I'll probably be trying to make pants(ties?). So yeah, still don't have a personal computer, but I learnt the wonder that is Google Drive. Consider this task taken and it'll probably be done in a week, UV mapped but not textured. I still don't have anything good to make a texture, unless taking pictures of Jeans count as good, and slightly modifying it to be brown is good enought, that's your call mate.

I have not been very present the last 2 weeks or so, thought I'd be unable to do work without a personal computer, but seems that installing blender and Visual Studio Community everywhere has been my focus, so I'll probably get back to doing, y'know, more productive stuffs... Than playing Sid Meier's Pirates and Animal Crossing.
User avatar
johndh
Posts: 124
Joined: 25 Jan 2015, 18:20

Re: OpenMW Example Suite 0.12 released!

Post by johndh »

GeorgeTheWarp wrote:I still don't have anything good to make a texture, unless taking pictures of Jeans count as good, and slightly modifying it to be brown is good enought, that's your call mate.
Worth a look:
http://www.burningwell.org/gallery2/v/textures/
http://cpetry.github.io/TextureGenerator-Online/

Also try searching opengameart.org for cloth or textile textures.
GeorgeTheWarp
Posts: 40
Joined: 02 Jun 2016, 02:56

Re: OpenMW Example Suite 0.12 released!

Post by GeorgeTheWarp »

Just realized the only hardware I have access to doesn't support graphics acceleration, so blender commits seppuku at launch...

I think the task might as well be done by someone else, it sucks to see your computer die, and leave you without hardware to work with.
User avatar
DestinedToDie
Posts: 1181
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.12 released!

Post by DestinedToDie »

This might be a little heretic, but how about switching from the island scene to a castle in the forest? I have a thing for medieval castles, swords and undead, so this would personally suit me better if I start getting more involved with the project.
GeorgeTheWarp
Posts: 40
Joined: 02 Jun 2016, 02:56

Re: OpenMW Example Suite 0.12 released!

Post by GeorgeTheWarp »

DestinedToDie wrote:This might be a little heretic, but how about switching from the island scene to a castle in the forest? I have a thing for medieval castles, swords and undead, so this would personally suit me better if I start getting more involved with the project.
Well, yeah, why not? It's an engine best suited for fantasy games anyways, and sadly, Island don't seem very medieval-y.

I +1 this idea.

EDIT:
@DestinedToDie: Your body model is waaaaay too high poly. It's a pain to work with. I'm not saying we should go for ultra low poly, but maybe just a balanced. I mean, 30000 tris is a bit overkill for a simple body model. Oblivion had 10 000, and the best oblivion high poly model ranged from 20 000 tris to 30 000 tris (30 000 tris being /a lot/).

What I mean is: The ankles are such a pain to fit to.

Anyways, I'll finish those pants another day, where I'm not drunken or tired. If you want I'll send you the .blend of my work, just pm me.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.12 released!

Post by psi29a »

I chose an island because it was easy to import and we didn't have to deal with cut off (normal landscape then bam, ocean cut-off). It would be an overly large map.

Can we fit a castle or fort (wooden) on the Island? ;)

I originally wanted an medieval town (fisher village) on the island if that counted.
Post Reply