Search found 57 matches
- 08 May 2018, 10:41
- Forum: Content Development
- Topic: [Solved] Disappearing statics?
- Replies: 12
- Views: 8178
[Solved] Disappearing statics?
Hi all! Recently I tried to create a test "playground" for myself. I made a huge static object (top part of what should be a giant flying island). Placed it at the height of 50000 in openmw-cs Added a forest there at approximately (12500,115000,50500) But while running there at approx. (12...
- 15 Jun 2017, 11:06
- Forum: Feature Requests and Suggestions
- Topic: [Request] Diagonal movement, splitting animations
- Replies: 0
- Views: 1805
[Request] Diagonal movement, splitting animations
Hello! 1)I always thought it's weird that while I pressing Up or Down and one of the direction button, instead of having animation adjusted by +/- 45 degrees, forward and backward movements are used as is and the character is sliding to the side while I see WalkForward/WalkBackward animation (for ex...
- 04 Jun 2017, 10:50
- Forum: Content Development
- Topic: [Question] Splitting animations
- Replies: 2
- Views: 3306
Re: [Question] Splitting animations
I *think* that there is a way to do this with "LizTail's Animation kit" but I am not sure. Silentthief It's an interesting tool I didn't know about, but I suspect it works for default skeleton and merges selected animations into (one?) file. And I use custom skeleton, (clavicles attached ...
- 02 Jun 2017, 05:06
- Forum: Content Development
- Topic: [Question] Splitting animations
- Replies: 2
- Views: 3306
[Question] Splitting animations
Hello all! From time to time I'm tinkering with character animation in OpenMW, but is there any way to split animation to different files? Like idle/walk/run/jump/swim in one file, hand2hand (with walkhh, runhh and etc) in another and so on... Because it would be quite messy to have everything in on...
- 23 May 2017, 07:18
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 130425
Re: Older bump mapped mods (and how to make them work in Ope
Just tried "On The Rocks". At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach. I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone. Well, almost gone. ...
- 22 Feb 2017, 09:06
- Forum: Organisation and Planning
- Topic: OpenMW 0.42.0
- Replies: 306
- Views: 174794
Re: OpenMW 0.42.0
Sorry, nevermind...
- 01 Dec 2016, 07:35
- Forum: Content Development
- Topic: OpenMW character bones limitations?
- Replies: 5
- Views: 3907
Re: OpenMW character bones limitations?
Thank you for answers!
The part "Either the skeleton or the first bone of the skeleton must be named bip01." is what I wanted to clarify the most. =)
If it's possible to use any number of bones, then that's nice. =)
The part "Either the skeleton or the first bone of the skeleton must be named bip01." is what I wanted to clarify the most. =)
If it's possible to use any number of bones, then that's nice. =)
- 29 Nov 2016, 07:38
- Forum: Content Development
- Topic: OpenMW character bones limitations?
- Replies: 5
- Views: 3907
OpenMW character bones limitations?
Hello!
What limitations on character skeleton exist at this moment?
Only bones with certain names can be used?
Which ones?
Is it possible to add more?
Where I can find more information on this matter?
I'm asking because I tried something and failed at some point.
What limitations on character skeleton exist at this moment?
Only bones with certain names can be used?
Which ones?
Is it possible to add more?
Where I can find more information on this matter?
I'm asking because I tried something and failed at some point.
- 29 Nov 2016, 07:21
- Forum: Off Topic
- Topic: NifTools 3ds max plugins and character animations
- Replies: 13
- Views: 9693
Re: NifTools 3ds max plugins and character animations
BTW, will it be ok to use Skyrim nif files for meshes? Anyone tried that with OpenMW? Bethesda is known for shutting down projects that involve mixing assets from another game (Oblivion, for example) with Morrowind. It's yours to decide, but should you ever get their attention, you know what happen...
- 29 Nov 2016, 07:00
- Forum: General Development
- Topic: Best way to implement character customization?
- Replies: 3
- Views: 2884
Re: Best way to implement character customization?
Very interesting idea(s). Not sure that having 1 character model for male and female characters is a good idea though. Changes between male chest (visible ribs/muscles/obese) and female breast sizes from non-existant to... E are pretty drastic. As for weird animations, don't think about it. Just do ...