Re: OpenMW 0.37.0 (?)
Posted: 20 Nov 2015, 12:46
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I didn't come up with a new format, I just restructured the engine a little so it can load the existing OSG serialization format in addition to NIF's. Technically it's native to OpenMW and OSG, since OpenMW uses OSG for the scene graph.Scrawl, I saw you added a native mesh format for OSG. Could you talk a little about that?
*Is it native to OpenMW or to OSG? Anything interesting about the format?
Robert and the OSG contributors are maintaining the format, in a backwards compatible manner so we should have no issues upgrading to newer versions. The format is continuously updated to add and improve support for new osg features.*Who, besides our project is maintaining it?
Don't know. Just try out those versions and report back. There may be minor changes needed to adapt to new Blender API's.*Are we able to use all Blenders past 2.6? I know the Blender team is moving on to 2.8 now, so what about 2.7?
Programs with astronomically priced licenses are not something we can officially support, so these users will be on their own. I don't know if OSG exporters for these programs exist. But you can always export to blender first and from there to OSG.*How about 3dsMax or Maya?
It's black.Is the map black?
Yes, it does.Does the map appear if you enter "ToggleFogOfWar" in the console?
Yeah:Any errors in the log file?
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Failed to read fog: code 2
Failed to read fog: code 2
Failed to read fog: code 2
Failed to read fog: code 2
Same behaviour for brand-new saves & for my existing saves.Does the map work on new games (maybe it breaks when a savegame is loaded)?
Judging by the "failed to read fog: " message, probably so. But the reading only happens when loading a save game. This is why I thought the fog should work for new games. Are there error messages on a new game?Am I right that it has something to do with existing image reading issues on OS X?
You mean revert, right? Nobody in their right mind would edit in text, convert to binary and delete/not-keep-a-copy of the text format and then convert the binary back to text (presumably losing all formatting plus assuming the text->binary->text process is lossless).scrawl wrote:There are multiple variations of the format: text, XML, and binary. Usually, you'll export your mesh to the text format first so that it's easy to inspect and make manual adjustments if needed, then when done you'll convert it to binary so that the file is smaller and faster to load. You can convert back to text if you need to go back to make adjustments. This is all done with the osgconv tool.
Nope, doesn't work even in a new game without save game loads. OSG still uses ImageIO plugin, and PNG plugin is disabled on OS X on purpose. I'll look into it before next release.Are there error messages on a new game?
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supportsExtension("tga", "tga image file");
Problem is when loading from memory, the readerwriter isn't given a filename, so can't guess what type the file is. This isn't an issue when the readerwriter is only meant to handle one particular filetype, but the imageio plugin supports many files types. Ideally they could check the mimetype of the file, I guess apple hasn't implemented that. https://github.com/openscenegraph/osg/b ... O.cpp#L174in ImageIO plugin, that should explain it ¯\_(ツ)_/¯ That's still weird though. TGAs from files are loading just fine (save game loading splash screens,for example).