OpenMW Game Template

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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psi29a
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OpenMW Game Template

Post by psi29a » 22 Jul 2015, 17:44

Reason: To give game makers and modders the assets necessary to make their own "from scratch" games that work with OpenMW.
Scope: The bare minimal necessary to run OpenMW, with a few extras to save time.
Copyright and License: CC-BY, you can read about it here: https://creativecommons.org/licenses/by/4.0/
Downloads: https://bugs.openmw.org/projects/examplesuite/files

Updated: : 20160127
Current status: Version 0.3.0 has been released.

Needed:
We're looking for people who can help with replacements for a few critical NIFs and textures that OpenMW requires to run.

High Priority:
base_anim.nif - Started by DestinedToDie, he hopes someone will continue development.
base_anim.1st.nif - Started by DestinedToDie, he hopes someone will continue development.

Normal Priority:
Terrain - psi29a
Scripts - psi29a (3 basic scripts)

Low Priority:
Logo: OpenMW logo, to be later used in the openmw_logo
Splash Screens! (No splash screens found!)
Video: 'video/openmw_logo.webm' not found
Video: Resource 'video/template_logo.webm' not found
Music: 'music/special/morrowind title.ogg' not found

The same names need to be used to keep compatibility with OpenMW, but anything else is up to you! Any takers? If you have questions, post them and be sure to keep up with the conversation. :)

Installation instructions: Can be found in the README.md file in the release.

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 22 Jul 2015, 17:46

Screenshot post:
screenshot003.png
screenshot004.png
Console output:

Code: Select all

Installing crash catcher
Loading config file: /home/bcurtis/.config/openmw/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
Using default (English) font encoding.
Adding data directory /opt/test/
Adding data directory /home/bcurtis/.local/share/openmw/data
No splash screens found!
Sound output: OpenAL
Sound decoder: FFmpeg
Enumerated output devices:
  Built-in Audio Analog Stereo
Opened "Built-in Audio Analog Stereo"
Failed to open video: Resource 'video/company_logo.mp4' not found
Loading content file test.omwgame
Playing Music/Special/morrowind title.mp3
Music Error: Resource 'music/special/morrowind title.mp3' not found
Failed to open video: Resource 'video/aoa_logo.mp4' not found
loading cell -1, -1
loading cell -1, 0
loading cell -1, 1
loading cell 0, -1
loading cell 0, 0
loading cell 0, 1
loading cell 1, -1
loading cell 1, 0
loading cell 1, 1
Failed to open texture: Resource 'textures/tx_sun_05.dds' not found
Failed to open texture: Resource 'textures/tx_masser_one_wax.dds' not found
Failed to open texture: Resource 'textures/tx_mooncircle_full_m.dds' not found
Failed to open texture: Resource 'textures/tx_secunda_one_wax.dds' not found
Failed to open texture: Resource 'textures/tx_mooncircle_full_s.dds' not found
Failed to open video: Resource 'video/aoa_intro.mp4' not found
Failed to open texture: Resource 'textures/tx_sky_clear.dds' not found
Failed to open texture: Resource 'textures/tx_masser_new.dds' not found
Failed to open texture: Resource 'textures/tx_mooncircle_full_m.dds' not found
Failed to open texture: Resource 'textures/tx_secunda_new.dds' not found
Failed to open texture: Resource 'textures/tx_mooncircle_full_s.dds' not found
Quitting peacefully.

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 22 Jul 2015, 19:47

Great work!

I've been busy modeling and I think this handsome guy is fit to substitute that pink box right now.

http://s000.tinyupload.com/index.php?fi ... 5328528383

I'm currently learning to rig and animate, so I'll probably practice on this very model and have a .kf file to accompany it later on.

Edit, I am also interested in making:


sky_atmosphere.nif
sky_clouds_01.nif
sky_night_01.nif

However I need to figure out how to before I do. Edit2: I checked Sky_night_01 and I think the concept is pretty simple. However I'm doing the animation before I do these.

Edit3: So here's my idea for sky_night_01 textures. Check this out:

http://www.nasa.gov/audience/formedia/f ... lines.html

"NASA still images; audio files; video; and computer files used in the rendition of 3-dimensional models, such as texture maps and polygon data in any format, generally are not copyrighted. You may use NASA imagery, video, audio, and data files used for the rendition of 3-dimensional models for educational or informational purposes, including photo collections, textbooks, public exhibits, computer graphical simulations and Internet Web pages. This general permission extends to personal Web pages."

DOES NOT SAY GAMES

"NASA material is not protected by copyright unless noted. If copyrighted, permission should be obtained from the copyright owner prior to use. If not copyrighted, NASA material may be reproduced and distributed without further permission from NASA."

As usual, in 1 place it says you can't use this, in the other it clearly says go ahead. If this is legal, then I would try and search for a NASA picture of nightsky.
Last edited by DestinedToDie on 23 Jul 2015, 08:31, edited 1 time in total.

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 23 Jul 2015, 00:06

Normally, anything created by the US Government is considered public domain because it used tax payer money.[1] I consider their photos/works safe to use and re-licensable to CC-BY so long as we give attribution.

As for the NIFs, if you can re-create the models and use new textures... awesome! :)

I've not done any work in that area aside from seeing how little I can give to OpenMW without it blowing up on me. ;)

I'm hoping to see if WeirdSexy would lend his voice in doing a few voice-overs, lines and sound effects. :D

Any one have links to free (CC-BY / CC0 / Public Domain) assets we could use? Textures, Images, Sounds, Music and etc.?

@Zini: My I make use of the OpenMW organization to host this? The idea is that the changelog, manifest, license and contributor list are in git repo along with any scripts and other text objects. No binaries will be tracked. When we're ready for a release, we'll tag it and post a zip or 7zip archive of everything.

Also, as an open question, what would you want in a "template"? I was thinking a very basic run through the most important features, including a small land-mass (island), an NPC to interact with, at least one monster, a few statics maybe even a cave and very simple narrative? Keep it simple...

[1] https://en.wikipedia.org/wiki/Wikipedia ... ment_works

Loriel
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Re: OpenMW Game Template

Post by Loriel » 23 Jul 2015, 05:12

psi29a wrote:Any one have links to free (CC-BY / CC0 / Public Domain) assets we could use? Textures, Images, Sounds, Music and etc.?
Some CC music links listed at http://www.makeuseof.com/tag/14-website ... ons-music/
It also links to similar articles covering CC images

Another list of CC music links at http://creativecommons.org/legalmusicforvideos

CC sounds at https://www.freesound.org/

Textures are covered at http://wiki.openclonk.org/w/Texture_Archives with http://opengameart.org/textures/ perhaps the most promising individual site.

Loriel

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raevol
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Re: OpenMW Game Template

Post by raevol » 23 Jul 2015, 07:36

That 611 FPS...! :shock:

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 23 Jul 2015, 08:03

raevol wrote:That 611 FPS...! :shock:
That is on a Intel Corporation 3rd Gen Core processor Graphics Controller... to be fair, almost no textures, NIFs/objects and physics. :P

@Loriel: thanks a bunch! :)

Heavenly bodies...
screenshot006.png

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Zini
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Re: OpenMW Game Template

Post by Zini » 23 Jul 2015, 08:36

@Zini: My I make use of the OpenMW organization to host this? The idea is that the changelog, manifest, license and contributor list are in git repo along with any scripts and other text objects. No binaries will be tracked. When we're ready for a release, we'll tag it and post a zip or 7zip archive of everything.
Certainly. I am not sure what would be the best approach to distributing. My initial thought was to include it in the OpenMW(-CS) packages.
But maybe it would be best to have it as an optional/recommended package. We would need to figure out a way for OpenMW-CS to automatically pick up installed templates and to offer them to the user in the new content file window. Not too hard, I guess. We can figure out the details when its done.

Also, as an open question, what would you want in a "template"? I was thinking a very basic run through the most important features, including a small land-mass (island), an NPC to interact with, at least one monster, a few statics maybe even a cave and very simple narrative? Keep it simple...
I would still go for a minimalistic approach. It should load and be fully functional. And that should be the end of it. I don't see the point of adding anything that the user most likely will have to delete for any real project.

As for being fully functional, this is a list off the top of my head of what the user should be able to do right away:
- add a new character (without having any missing animations or other problems)
- add a magic effect to a spell or enchantment (without any missing sound effects, icons or other graphic effects)
- add a region (with working weather effects including all graphical and sound elements)

Probably a very incomplete list, but you get the gist of it.

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 23 Jul 2015, 08:45

Thank you! I just want to mention, I've never used CS in my life... probably a good thing from what I hear, but after using OpenMW-CS... I have to see, it is a breeze to use and intuitive.

Right, I'll see about releasing version 0.1 and let people get their hands on it. :)

Question, Adding region... what does this do exactly? How can I add "terrain"?

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 23 Jul 2015, 08:51

Zini wrote:I would still go for a minimalistic approach. It should load and be fully functional. And that should be the end of it. I don't see the point of adding anything that the user most likely will have to delete for any real project.

But for a real project, wouldn't the user replace nifs (trees, houses, bodyparts) and animations so that the project would be free from CC BY 4.0?

In my mind I'm making placeholder models so that the game runs, but can easily be substituted with proper ones by someone making a new game.

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