OpenMW's very own demo, template and game to show off everything that OpenMW is capable of.
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silentthief
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- Location: Currently traversing the Ascadian Isles
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by silentthief » 25 Jul 2017, 20:46
DestinedToDie wrote: ↑18 Jul 2017, 13:11
I'll add in a blank face model so people can paint on it as they wish.
and
= LOL
"You like to dance close to the fire, don't you?."
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SmartGuar
- Posts: 36
- Joined: 04 Aug 2017, 20:33
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by SmartGuar » 06 Aug 2017, 15:51
DestinedToDie wrote: ↑25 Jul 2017, 13:22
It would be nice if we can find something generic. For example, something that sounds right for swinging any weapon (club, knife, axe). CC0, CC-BY-3.0, CC-BY-SA-3.0 licenses should be fine.
I could look. Are those
all the licenses should be fine? I'm guessing GPL is also alright. (unfortunately, I really don't know which of the available licenses are fine)
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DestinedToDie
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by DestinedToDie » 06 Aug 2017, 16:03
GPL is more for code... although maybe people use it for sound as well?
GPL, (but not lesser), CC-BY-3.0, CC-BY-SA-3.0, CC0 are good.
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SmartGuar
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by SmartGuar » 07 Aug 2017, 08:39
DestinedToDie wrote: ↑06 Aug 2017, 16:03
GPL is more for code... although maybe people use it for sound as well?
GPL, (but not lesser), CC-BY-3.0, CC-BY-SA-3.0, CC0 are good.
Makes sense.
I think I've found some things, but I'm not sure how I should upload them. For now, I've got links:
1. Footstep sounds
stepdirt_1.wav https://opengameart.org/content/foot-wa ... d-and-dirt
2. Weapon draw sound.
sword-unsheathe.wav [isn't generic, though]
https://opengameart.org/content/rpg-sound-pack
3. Weapon sheathe sound
seax-sheathe-02.wav https://opengameart.org/content/fantasy ... ysized-sfx
4. Weapon swing sound.
swing.wav - swing3.wav
https://opengameart.org/content/rpg-sound-pack
5. Punch sound.
hit07.mp3.flac/hit12.mp3.flac/hit11.mp3.flac/hit19.mp3.flac
https://opengameart.org/content/37-hitspunches
6. Getting hit by weapon sound.
qubodupPunch04.flac https://opengameart.org/content/punch
7. Blocking sound.
qubodupPunch04.flac
body_hits.wav https://opengameart.org/content/body-hitting-ground
8. Casting start sound.
Healing Full.wav https://opengameart.org/content/magic-sfx-sample
magic1.wav https://opengameart.org/content/rpg-sound-pack
9. Casting fail sound.
Wind effects 5.wav https://opengameart.org/content/magic-sfx-sample
10. Casting success sound.
magic1.wav https://opengameart.org/content/rpg-sound-pack
Misc 02.wav https://opengameart.org/content/magic-sfx-sample
11. Spell projectile travel sound.
magic1.wav
spell.wav https://opengameart.org/content/rpg-sound-pack
12. Getting hit by spell sound.
Fire impact 1.wav [not generic]
https://opengameart.org/content/magic-sfx-sample
hit24.mp3.flac https://opengameart.org/content/37-hitspunches
shot2.ogg https://opengameart.org/content/spell-s ... arter-pack

Funny:
Author:
p0ss
Project:
OpenMW
13. Landing on the ground thump
boots-leather-jump-01.wav https://opengameart.org/content/fantasy ... ysized-sfx
body_hits.wav https://opengameart.org/content/body-hitting-ground
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psi29a
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- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
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Contact:
Post
by psi29a » 07 Aug 2017, 18:17
DestinedToDie wrote: ↑06 Aug 2017, 16:03
GPL is more for code... although maybe people use it for sound as well?
GPL, (but not lesser), CC-BY-3.0, CC-BY-SA-3.0, CC0 are good.
Why not LGPL?
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DestinedToDie
- Posts: 1151
- Joined: 29 Jun 2015, 09:08
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by DestinedToDie » 29 Aug 2017, 09:02
In light of this thread
viewtopic.php?f=22&t=4591#p49347 I'm going to put the animations on hold and see what happens in regards to making exporting to a format OpenMW accepts easier.
While we wait for that, I'll return to the graveyard stuff that was initially at the start of this thread. This will probably get us back to the small monthly releases that we had earlier.
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DestinedToDie
- Posts: 1151
- Joined: 29 Jun 2015, 09:08
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by DestinedToDie » 06 Sep 2017, 10:10
I was hoping to do the graveyard stuff this month and had started a little bit of it already, but discovered that with changes in OpenMW our current anim files glitch out in 1st person mode. I guess I need to return to the anim files again.