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I want to help

Posted: 30 Dec 2014, 11:57
by lamart
Hi everybody, my name is Alban, I am fifteen and french. Understand me, speak english is very hard for me and I think there will be many mistake in my messages :( ^^. So, I have began to learn the modelling in august, in blender and now, I can make some good mesh, and as I love Morrowind, I want to help the Open Morrowind project by my modelling help, for make a better Morrowind.

Thanks, Alban.

Re: I want to help

Posted: 30 Dec 2014, 12:40
by lgromanowski
lamart wrote:Hi everybody, my name is Alban, I am fifteen and french. Understand me, speak english is very hard for me and I think there will be many mistake in my messages :( ^^. So, I have began to learn the modelling in august, in blender and now, I can make some good mesh, and as I love Morrowind, I want to help the Open Morrowind project by my modelling help, for make a better Morrowind.

Thanks, Alban.
Welcome!
nice models, could you help us with OpenMW example suite: viewforum.php?f=26 ?

Re: I want to help

Posted: 30 Dec 2014, 14:03
by lamart
Yes, I can if you want create many mesh for the graphic resources.

Re: I want to help

Posted: 30 Dec 2014, 15:36
by psi29a
Great! :D

Before you begin, would you be willing to license the meshes/models you create as "creative commons"?

https://fr.wikipedia.org/wiki/Licence_Creative_Commons

Either of these 3 licenses would be acceptable:
Zéro CC-Zero "aka Public Domain"

Paternité CC-BY "Allow others to copy, distribute, display and perform the work and evolved versions of it. They must give the original creator credit for the work."

Paternité Partage des conditions initiales à l'identique CC-BY-SA "Same as CC-BY but enforce they use the same license: CC-BY-SA"

These little things are important to the project to protect and preserve OpenMW and your work. :)

Re: I want to help

Posted: 30 Dec 2014, 16:28
by sjek
and if those (for distribution and law's and such sake) are ok there's couple of tools what you need.

http://niftools.sourceforge.net/wiki/NifSkope
for editing nif files in their format (morrowind uses 4.0.0.2 but is able basically handle meshes and textures + obacity + some others)

and http://sourceforge.net/projects/niftools/files/
for importing from blender, maya or 3dmax if you don't want to use nifskope .obj and .xml importers.

anyway it's good to keep the original files from 3d program saved as there is very possible in time newer, better fileformat to use.

best way is to experiment ;)
this engine offers couple of extra tricks and that first link has morrowind nifskope alchemy for more detailed supported features in vanilla.

if you bumb into problems or need help just ask .b

Re: I want to help

Posted: 30 Dec 2014, 16:30
by lamart
Yes, I want that my models will be graduate " CC- zero", but I don't know how to do... :oops:

I have a question : .nif is a format for model 3d?

Re: I want to help

Posted: 30 Dec 2014, 16:50
by sjek
well then

normally it's on when distribution will be made and guessing that needs readme or some destription inside file. others can tell you more would say :)

and yep the .nif file format is for 3d used in sid meier pirates and so

niftools forum has kinda lot of info for that. gamebryo made it at 90's .p

what modeling program are you using .?

for example if you want those upper models to game you need to convert them to nif format and see with nifskope what it looks like and make changes. don't know so much about normalmaps and so but they should be on editors textures or when you bake render window.

have to try this myself also but would guess that in construction set place an activator or item in the ground and choose your model as a nif file to show. save as esp and choose in the launcher as a mod and good to go :mrgreen:

Re: I want to help

Posted: 30 Dec 2014, 16:54
by lamart
I use blender and I don't know how to import .blend to NifSkope..

Re: I want to help

Posted: 30 Dec 2014, 17:09
by sjek
and i thought this would be little easier...

need to get 2.4.9 blender possibly, python 2.6.6 and pyffi 2.1.11. blender itself has the script in it's database but some has used it on the forums and they are partly invisible becos it doesn't support 4.0.0.2 anymore.

oooooor just install nifskope.... http://sourceforge.net/projects/niftool ... p_redirect +
http://niftools.sourceforge.net/wiki/Blender aforementioned ones

well... openmw and nif's compiling at the same time .... ^^

so for to sake of specularity i took this guy
http://tf3dm.com/3d-model/godzilla-1998-70206.html .p
if for the importing reasons the licence must be always checked and for the safe reasons it's better if making from the cratch as much as possible but for play it goes as any other

http://tf3dm.com/3d-model/sailboat-81879.html this one would be possible

http://www.blendernation.com/2013/09/09 ... ragon-2-0/
for something like this one with advanced animations, skin and all it goes for new fileformat althought base would be possible as in one silt tride --> dragons mod..

---> picture showcase coming up

Re: I want to help

Posted: 30 Dec 2014, 18:23
by lamart
Okay, so I had download Nifskope and I had export a blender mesh to a .obj and when I import this .obj in Nifskope, there are a lot of error and my mesh is not in the 3d view... :?: :?: :?: :?: