BTW: http://opengameart.org/content/daniel-a ... med-models
This guy's stuff is pretty good. I like the props especially, but worth looking into for a little added atmosphere.
It is all CC0 "Public Domain", so... i say this is perfect.
preview (open in new window):
http://opengameart.org/sites/default/fi ... review.PNG
NOTE: the windows should probably be another colour or texture
OpenMW Example Suite 0.14
Moderator: Example suite forum moderator
- psi29a
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Re: OpenMW Example Suite 0.14
Great find! Hopefully we'll be able to parallax them without too much pain.
Re: OpenMW Example Suite 0.14
Yeah and it want a foliage and color-tone mastering a little. Does normal maps here?
- psi29a
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Re: OpenMW Example Suite 0.14
If anyone wants to take the models, textures, etc... re-master or otherwise use new textures, make it awesome for inclusion... feel free!
Since this are statics, they can be exported straight to OSG native.
Since this are statics, they can be exported straight to OSG native.
- DestinedToDie
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Re: OpenMW Example Suite 0.14
I have good news and I have bad news. Good news is I got the werewolf mechanic to work!
http://i.imgur.com/EVCPxdc.png
Bad news. It seems we cannot use a custom skeleton, or you will get the result you see in the screenshot. I´ll probably have to rig it to the same skeleton we currently have in anim files. And that skeleton does not match the seducer model very well (wasn´t made with it in mind). The tongue is also going to be problematic.
Morrowind handles it like this. Anim files (no tail) -> argonian anim files (tail) -> werewolf animations. This way you can get a working tail for the wolf. We could use this to get a working tongue. However I suspect it may be a lot of work figuring this out. So do we maybe skip the tongue for now?
There´s also the option of forgetting the werewolf form. Just make her a creature, with tongue attack and her own skeleton. This is the easiest option here.
http://i.imgur.com/EVCPxdc.png
Bad news. It seems we cannot use a custom skeleton, or you will get the result you see in the screenshot. I´ll probably have to rig it to the same skeleton we currently have in anim files. And that skeleton does not match the seducer model very well (wasn´t made with it in mind). The tongue is also going to be problematic.
Morrowind handles it like this. Anim files (no tail) -> argonian anim files (tail) -> werewolf animations. This way you can get a working tail for the wolf. We could use this to get a working tongue. However I suspect it may be a lot of work figuring this out. So do we maybe skip the tongue for now?
There´s also the option of forgetting the werewolf form. Just make her a creature, with tongue attack and her own skeleton. This is the easiest option here.
Re: OpenMW Example Suite 0.14
let tongue away from mission. ok
She must be playable in other case, wht will be ideas to fix the issues?
She must be playable in other case, wht will be ideas to fix the issues?
- DestinedToDie
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Re: OpenMW Example Suite 0.14
Rig to the current player skeleton. Hope the skinning is not too horrible.Methelina wrote:She must be playable in other case, wht will be ideas to fix the issues?
We´d be trying to suit this skeleton on her. http://i.imgur.com/dzcTd35.png
- psi29a
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Re: OpenMW Example Suite 0.14
Found some more stuff by the same guy above, including modular parts for medieval houses.
http://www.blendswap.com/blends/user/24625/page:2
There is a ton of models here as well, including licenses that are compatible to ours:
http://www.blendswap.com/blends/search? ... ction=desc
http://www.blendswap.com/blends/user/24625/page:2
There is a ton of models here as well, including licenses that are compatible to ours:
http://www.blendswap.com/blends/search? ... ction=desc
- DestinedToDie
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Re: OpenMW Example Suite 0.14
Nice find. Unfortunately there´s never been anyone to spend time on porting opengameart assets. I´ve made a task for it, maybe someone will pick it up.
https://bugs.openmw.org/issues/3511
https://bugs.openmw.org/issues/3511
- psi29a
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Re: OpenMW Example Suite 0.14
Well... if I can find time to go through the newb2pro blender book, I might take some time to port them.DestinedToDie wrote:Nice find. Unfortunately there´s never been anyone to spend time on porting opengameart assets. I´ve made a task for it, maybe someone will pick it up.
https://bugs.openmw.org/issues/3511