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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Re: OpenMW Game Template

Post by psi29a » 06 Sep 2015, 17:46

You mean this:
https://github.com/OpenMW/openmw-templa ... AUTHORS.md

?

When I go to release 0.3, there will be more names. ;)

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 06 Sep 2015, 19:25

psi29a wrote:The OpenMW Template project was started in 2015 by Bret Curtis. In the course of years many people have contributed to the project.
Wow, time really does fly. :D

dudezzz
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Re: OpenMW Game Template

Post by dudezzz » 09 Oct 2015, 18:25

I'm sorry if this is old news, but OpenGameArt has a lot of CC-BY and CC0 resources that could prove useful to the OpenMW template. These in particular strike me as fulfilling a lot of basic asset needs (all are CC-BY):

http://opengameart.org/content/human-basaemeshes
http://opengameart.org/content/uberpack-1
http://opengameart.org/content/konserian-highlands-set
http://opengameart.org/content/potions

And it appears that someone unaffiliated with the project has created a large collection of "OpenMW Showcase Possibilities": http://opengameart.org/content/openmw-s ... sibilities

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 09 Oct 2015, 19:01

Nice collection, whoever it belongs to.

I tried the stone axe. Opens up in Blender 2.49, with textures and all. Then I tried the Beetle(Basic). Animation, texturing and some other things are missing. The same is the case for male model. You would need to export as .3Ds, import into Blender 2.49, UV map, texture, make a skeleton and rig it.

Also, Beetle is CC BY SA, can't use that. So are some others there at first glance.

Some of these things are surely usable. Others might have to wait for someone to work them over a bit or wait for a format other than nif to export correctly. I think animations are blank, so you'd need to do them in both cases.

dudezzz
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Re: OpenMW Game Template

Post by dudezzz » 10 Oct 2015, 02:39

Yeah, I can't vouch for the licenses of the material in the collection. But just doing a quick browsing of 3D assets licensed CC-BY and CC0 turns up tons and tons of useful material for the purposes of this game template, if NIF conversion or additional format support can be handled.

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Pop000100
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Re: OpenMW Game Template

Post by Pop000100 » 10 Oct 2015, 05:12

johndh wrote:All of this technical discussion has made my head spin, but that's okay! I've been messing around a little bit with making different races in MakeHuman, and I also started an art collection on OGA for various assets that might be useful:
http://opengameart.org/content/openmw-s ... sibilities

Here are some others:
http://opengameart.org/content/3d-animals
http://opengameart.org/content/3d-sword-sorcery
http://opengameart.org/users/pantherone
http://opengameart.org/content/daniel-a ... med-models
http://opengameart.org/content/chant-of ... atic-props
http://opengameart.org/content/legend-of-rathnor-parts
http://opengameart.org/content/environmental-and-props
http://opengameart.org/users/alexandr-zhelanov

Is there a list somewhere of all of the assets that need to be found/made for the Example Suite? I know there's a general idea of a few islands with different biomes, etc., but what about an artist friendly list of individual assets or types of assets? What models, textures, animations, are needed at a minimum? I know that we can't start putting the environment cells together until OpenCS gets into a more finished state, but I can certainly prepare some resources if I know what to look for.

I have a long weekend for the first time in a long time, so I'll try to get something done. :)

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DestinedToDie
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Re: OpenMW Game Template

Post by DestinedToDie » 10 Oct 2015, 06:13

Now that I've thought about it, if there is a volunteer to do it, you can start sorting out the ones that work out of the box and convert them to nif so that they may be immediately used in OpenCS once we get Scene drop functionality. It's not hard work, though it can maybe take an hour or two. All you need is Blender 2.49B, nif exporter and time and patience to see which nifs export correctly.

I would hold off on clothing, creature and race models, as those need a skeleton. House models, misc items, potions, ingredients, plants and weapons/shields are good to go.

After that, I think the next logical step is to list what we have available, then make a list of what else we'd need. I'm reading some old threads and it seems there have been plenty of people willing to contribute, our response has just been "I'm not quite sure what we need as of yet..." and making a new skeleton with animations is too much of a daunting task to throw at any volunteer. After we actually have a concrete list of what we want (and can't find through places like OpenGameArt), we can go to Bethforums, post the list and have people claim models. Surely it'll take a while, so I don't see a reason for delaying it. It's work that we can do now rather than later when we'll have our hands full in OpenCS.

Btw how are you doing Dirnae? Are the animations coming along well?

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 10 Oct 2015, 07:19

Most of this falls out of scope of the Template and more into the realm of OpenMW-Example-Suite.

Not to discourage work here, it's great, just that the goal of the template is to have something ready for people to start world-building with the bare-minimum needed by OpenMW to run.

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fykc
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Re: OpenMW Game Template

Post by fykc » 15 Dec 2015, 08:29

Is the OP up-to-date still? Is there a list of textures and other art-things that need to be made yet? I'd love to be able to help contribute.

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psi29a
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Re: OpenMW Game Template

Post by psi29a » 15 Dec 2015, 09:24

technically.... ;) I still need to make a 0.3 release. it is sitting here on my drive.

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