Search found 107 matches
- 08 Aug 2018, 13:10
- Forum: Organisation and Planning
- Topic: Post 1.0 Plans
- Replies: 91
- Views: 112381
Re: Post 1.0 Plans
Does that mean that I can make custom rigs, animate them and import into a game?
- 12 Jul 2018, 18:10
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41341
Re: Water shaders, OpenMW vs MGEXE
I really dislike normal map for OpenMW version, waves look better in MGEXE.
- 25 Feb 2018, 01:01
- Forum: General Development
- Topic: Weapon sheathing
- Replies: 46
- Views: 36590
Re: Attaching custom mesh to bodyparts
I forgot about vanilla skeleton in Morrowind, but basically for shield/sword assets you should have on each hand joint called shield/weapon, so you can constrain them to the hands. It's better if you have separate joints for assets rather then using character skeleton for that. But I don't think it'...
- 13 Oct 2017, 16:50
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25779
Re: osgb/osgt animation format support
How does Blender handle things like this when exporting? From the perspective of someone making a new animated model with timestamped text tags "the proper way" in Blender, then exporting to osgt/b, OpenGEX, or glTF 2.0, what happens? Are you planing to do plugin for Maya? Are you familia...
- 05 Oct 2017, 14:32
- Forum: Off Topic
- Topic: Exporting Morrowind's player animations to Blender
- Replies: 6
- Views: 6133
Re: Exporting Morrowind's player animations to Blender
Yeah, you can import/export models easy, but for animation I had to import everything in Max first, and then link it with Maya to animate, then update Max scene so I can export, and so on. So I guess the same principle can be done for Blender users. But as you say it is a messy workflow, not recomme...
- 05 Oct 2017, 08:12
- Forum: Off Topic
- Topic: Exporting Morrowind's player animations to Blender
- Replies: 6
- Views: 6133
Re: Exporting Morrowind's player animations to Blender
One hour? In Maya/Max it takes about 15 sec. I think that only in Max everything works correctly (at least when I was messing with these stuff, because they used Max 4 for animations). So maybe import the scene in Max and then send it to Blender 2.49b (using older version of .fbx) then save it as na...
- 03 Apr 2017, 16:36
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 1018845
Re: OpenMW Nightly builds
I think something is wrong with water shaders again with win. build.
http://imgur.com/ZKc5ENQ
http://imgur.com/NWK4lFn
http://imgur.com/ZKc5ENQ
http://imgur.com/NWK4lFn
- 13 Mar 2017, 07:20
- Forum: General Modding
- Topic: strange bug with video
- Replies: 7
- Views: 3889
Re: strange bug with video
In the mod status page it says:
"See forum thread. Unplayable without script patch in forum thread. Even with the patch, only playable since 0.39.0 version."
https://wiki.openmw.org/index.php?title=Mod_status
"See forum thread. Unplayable without script patch in forum thread. Even with the patch, only playable since 0.39.0 version."
https://wiki.openmw.org/index.php?title=Mod_status
- 10 Mar 2017, 13:21
- Forum: General Modding
- Topic: strange bug with video
- Replies: 7
- Views: 3889
Re: strange bug with video
Wtf that FPS? Interiors don't have that problems. Any mods you have there?
- 10 Mar 2017, 06:54
- Forum: General
- Topic: OSG ShadowMap
- Replies: 5
- Views: 3505
Re: OSG ShadowMap
I don't use anymore graphical mods (meshes and texture), only interested in gameplay mods, but without shadows the game really looks flat.