Some of my saves from earlier releases goes even to 40+ MBs, depending on how far in the game I was.
The ones of my new 0.32 character have about 5 MBs for now.
Search found 96 matches
- 04 Oct 2014, 12:08
- Forum: Support
- Topic: Savegame size, what are normal values?
- Replies: 7
- Views: 4552
- 22 Sep 2014, 12:24
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Asset Update to Ogre3D Discussion Thread
Okay, people, I think it's time to set this in motion. I switched all registered users to different group, so you can now start picking your claims. There are some meshes already claimed, or finished, so you can take a look at them. Please start with higher priority ones first. Also if you know abou...
- 19 Sep 2014, 18:55
- Forum: Organisation and Planning
- Topic: OpenMW 0.32.0
- Replies: 132
- Views: 70924
Re: OpenMW 0.32.0
Congratz on the release! I did some deeper playthrough with tons of mods and encountered some flaws that caught my eye. Some of them are already mentioned in the tracer, some of them might be only mod related, but I thought it would be a good idea to mention them all here. Hope there is not many fal...
- 28 Aug 2014, 19:38
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Asset Update to Ogre3D Discussion Thread
Yes, but there are not entirely new models, these are mostly enhanced original models. Also the goal of this Morrowind mod is not to create content for non-Morrowind games or mods. As is stated in the guide and was mentioned in this thread several times, when our aim is to keep the original feel of ...
- 28 Aug 2014, 19:12
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Asset Update to Ogre3D Discussion Thread
Okay people...we have to talk... After yesterday's conversation with Pherim and today's experiments with meshes, I'm getting the impression that creating new unwrap on meshes cannot be avoided. Adding more geometry, while keeping the original unwrap as much as possible usually ends up with very unpl...
- 27 Aug 2014, 21:22
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Asset Update to Ogre3D Discussion Thread
Hello, Pherim! You have a valid point about the trees and objects like that, that's definitely a thing we should discuss about. Practically I agree with the fact that trees should be "updated" both in polycount and overall shape, but don't forget, that Vvardenfell isn't the only place wher...
- 22 Aug 2014, 10:16
- Forum: Feature Requests and Suggestions
- Topic: [editor] Blender/OpenCS integration (post 1.0)
- Replies: 18
- Views: 9424
Re: [editor] Blender/OpenCS integration (post 1.0)
For example, if I wanted to make an exterior cave, I could stick a bunch of simple rock meshes together to give it basic shape, then merge them all and rebuild the mesh based on that shape in blender. This is basically creating prefab from the assets. No need to move something back to the modeling ...
- 21 Aug 2014, 20:57
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Updating original assets to Ogre3D
Creating standalone Assets for OpenMW engine and creating replacement mod for Morrowind assets are two completely different things. OpenMW can have Example suite composed of new assets (since the scenes would be built after the assets are done), but you can hardly have Morrowind made of completely n...
- 21 Aug 2014, 19:30
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Updating original assets to Ogre3D
Hello Domsson and welcome onboard! :-) I'll try to answer some of your questions. The style - as mentioned before, the aim is to keep the same feel as vanilla Morrowind, basically this means to make meshes as identical as possible, just with more details. Because of this condition, all the remade me...
- 21 Aug 2014, 10:12
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98815
Re: Updating original assets to Ogre3D
Animation Blend Trees - See here Example usage - If a character is walking we can blend 2 or more animations together such as walking, Head movement, etc http://vimeo.com/2007054 This is something I would definately like to see, layered animations, smooth transition between animations, separate ani...