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Does that mean there's not really a physics system in the way most people would think of it (dynamic interactions between objects and forces), and that it's basically just for things like hit detection and keeping you from walking through walls or falling through the floor?
I've heard mention that OMW incorporates Bullet as its physics engine, but what does that entail? Does this enable the kind of physics interactions/puzzles that we see in adventure games? Can it be done where a player can, for example: Push an object out of the way of a door? Push an object onto a s...
- 29 Nov 2016, 22:43
- Forum: Content Development
- Topic: OpenMW character bones limitations?
- Replies: 5
- Views: 1897
So far as I can tell, the bones have to be named exactly as they are in the original character rig, and have a placeholder mesh assigned to them that gets replaced by a body part assigned to it in OMW-CS based on what race the character is and what equipment is being worn. Based on DestinedToDie's w...
- 07 Nov 2016, 00:17
- Forum: Feature Requests and Suggestions
- Topic: Racial armor body parts
- Replies: 8
- Views: 3933
Are you trying to 1.) change the overall size, or 2.) change the proportion of individual parts like making the arms longer, but keeping the legs the same length? For 1, just change the race's height and weight in OpenMW-CS. For 2, I believe you'd need to modify the length of the bones in the rig fo...
- 29 Oct 2016, 20:17
- Forum: Off Topic
- Topic: Open Legend: An Open Source Tabletop RPG now on Kickstarter
- Replies: 7
- Views: 2923
After reading through the core rules, it seems pretty simply to pick up, and very versatile. The banes and boons, for example, work just as well with magic, psionics, or technology in many cases. I remember having to flip through endless pages of charts and obscure rules back in my AD&D days, so thi...
I've gotten NifSkope to run on Wine to the extent that it opens and can load a model, but I don't know enough about how to use it to verify if any other features work properly.