Search found 223 matches
- 14 Jun 2020, 22:49
- Forum: Editor Development
- Topic: 3D editing
- Replies: 37
- Views: 49618
Re: 3D editing
Once 0.46 is released, please test it as much as possible, and report bugs and feature suggestions. I wonder if the following features are easy to use: - terrain (heights) editing - texture editing - object placement - camera movement What would it require to make creation as easy as possible? Btw. ...
- 12 Jun 2020, 23:02
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
I'm aware of the naming scheme, but... "The first texture unit automatically acts as diffuseMap if no recognized type is specified." This didn't work with dae, also texture name was not properly read to OpenMW, but was "" instead. Additionally, only file URI scheme is recognized ...
- 11 Jun 2020, 22:43
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
Okay. Found the bug: ShaderVisitor wasn't recognizing the diffuse texture as diffuseMap. This if sentence in particular https://github.com/OpenMW/openmw/blob/e6231f67e689d5b0f1ec2e0da2a01946e8eaa475/components/shader/shadervisitor.cpp#L112 , is not compatible with dae, or perhaps dae models weren't ...
- 11 Jun 2020, 22:25
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
Another info dump: I was able to get a white model without texture into openmw, but openmw-cs still renders just corrupted black triangles. It troubles me that osgviewer displays the models perfectly, therefore there is something in OpenMW that makes .dae models incompatible. I've also checked how t...
- 11 Jun 2020, 22:09
- Forum: Organisation and Planning
- Topic: OpenMW 0.46.0
- Replies: 213
- Views: 191381
Re: OpenMW 0.46.0
Testing Linux build on Manjaro with Qt5. First wrote "touch useqt5" in order to run the qt5 build. Then: Command "./openmw" runs, no problems there. Command "./openmw-launcher" looks like it's starting properly, says for example "using qt5ct plugin", then give...
- 11 Jun 2020, 20:17
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
when modding the image paths in the collada files to be file-URI paths (file:///home/...blahblahblaah/texture.dds) the textures are found, but I get an error message: "ShaderVisitor encountered unknown texture 0x55f219b2b620"
- 11 Jun 2020, 19:34
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
With OpenMW-OSG gitlab branch 3.6 + collada dom 2.5 got the following error messages in OpenMW-CS: "Only images with a "file" scheme URI are supported in this version." and when I bypassed that I got "Error reading file textures/branchtexture_1.dds: file not found". How...
- 10 Jun 2020, 21:14
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
That was OpenMW ppa, gitlab branch "3.4" + collada-dom 2.5. Will try with OpenMW ppa, gitlab branch "3.6".
edit: gitlab branch, not ppa
edit: gitlab branch, not ppa
- 10 Jun 2020, 13:21
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87349
Re: OpenGEX as .Nif alternative for OpenMW
For both Seymour.dae as well as Blender 2.8 exported dae-model (tree5.dae) I get similar error message in OpenMW-CS "Failed to load 'meshes/tree5.dae': Error loading meshes/tree5.dae: code 3 , using marker_error.nif instead Warning: The DOM was unable to create an attribute xmlns:xsi = http://w...
- 02 Jun 2020, 23:08
- Forum: Example-Suite
- Topic: Using Bliaron 2nd Ed. material for example suite
- Replies: 19
- Views: 20173
Re: Using Bliaron 2nd Ed. material for example suite
Bliaron 2nd Ed. has a magic system with various properties for the spell. It's too complex to be modeled with a computer as is, but I believe these could translate into a Bliaron CRPG with variables: - visibility and loudness of the spell - targeting capabilities of the spell (some conditions on whi...