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Re: OpenMW Example Suite 0.18

Posted: 01 Jun 2017, 12:18
by DestinedToDie
I've actually left the hair for later. Perhaps we can start thinking about making it after we've got our model.

I've thought about how to set things up for a while. The way hair works in Morrowind is that it's a bodypart. But I want it to be an equipment. Similar to equipping a helm, you could equip a hairpiece for your character. This would require that OpenMW be in the dehardcoding phase where we can add extra equipment slots. Until then, we can just put hair in the helm slot, or the robe slot if we want to equip hair and helm at the same time.

Similar to hair being in the equipment slot, the character model would be too. You could switch between character models by equipping different skins. You could also play without a skin, sort of like an empty suite of animated armor or an invisible ghost.

Re: OpenMW Example Suite 0.18

Posted: 01 Jun 2017, 14:46
by AnyOldName3
Surely it's simpler to implement TressFX into the engine and then give every character a randomly generated mop. That way, the engine programmers do all the work, and whatever comes out still looks impressive.

/s, in case the sarcasm wasn't obvious. Still, TressFX hair and cloth physics would be nice post-1.0 features, and if they're added, would probably be good things to show off in the example suite.

Re: OpenMW Example Suite 0.18

Posted: 01 Jun 2017, 15:49
by psi29a
There is apparently a fork of TressFX 2.0 to OpenGL, but it has been sitting there for awhile and not merged into mainline. Mainline however is purely DirectX oriented at the moment. Neat technology, but not immediately useful to OpenMW.

Re: OpenMW Example Suite 0.18

Posted: 29 Jun 2017, 09:59
by DestinedToDie
I was initially going to do a normal face, but a few days ago a new Berserk chapter came out that made me rethink that.

This is Mozgus. http://i.imgur.com/FHHNvLg.jpg
His head looks blocky, a unique trait of his. https://i.redd.it/pr7myfze6kcx.png
When riled up, it becomes like this. https://vignette2.wikia.nocookie.net/be ... 1023130431

I would design the faces with blocky features like that. And when a person turns undead or possessed, we switch to a retextured model with the angered look.

Re: OpenMW Example Suite 0.18

Posted: 29 Jun 2017, 12:29
by psi29a
Nice to see a Mozgus (Berserk) reference. :)

Note: the first image is not of Mozgus, but a wall made in his image inside Casca's mind made manifest through Farnese's deep respect/awe/fear of him.

Yes, I'm the admin/co-founder over at http://www.evil-genius.us/

Re: OpenMW Example Suite 0.18

Posted: 29 Jun 2017, 17:11
by EvilEye
That'd be pretty hilarious.
psi29a wrote: 29 Jun 2017, 12:29 Yes, I'm the admin/co-founder over at http://www.evil-genius.us/
Awesome.

Re: OpenMW Example Suite 0.18

Posted: 10 Jul 2017, 07:00
by Ferk
For a project with potential to become very big, as an open source morrowing, it does make sense to make the models very simple. Maybe even cartoony, leaving most of the face features up to the skin of the model. That way many different characters and faces can be done easily. Not that many people know how to do 3d modelling but they can edit a skin to slightly change face features.
Even if the model was just a blank face with a triangle for a nose, that would be fine imho. The face could be drawn on it.

If there was a system, like in later elder scrolls titles, were you can modify the bones and shape of the face then that would be a different story.

Re: OpenMW Example Suite 0.18

Posted: 18 Jul 2017, 13:11
by DestinedToDie
I'll add in a blank face model so people can paint on it as they wish.

Re: OpenMW Example Suite 0.18

Posted: 18 Jul 2017, 13:19
by psi29a
Image

Re: OpenMW Example Suite 0.18

Posted: 25 Jul 2017, 13:22
by DestinedToDie
Does anyone want to go on opengameart and search for sounds that they'd like for the player/NPCs? We'll probably need the following:

1. Footstep sounds
2. Weapon draw sound.
3. Weapon sheathe sound
4. Weapon swing sound.
5. Punch sound.
6. Getting hit by weapon sound.
7. Blocking sound.
8. Casting start sound.
9. Casting fail sound.
10. Casting success sound.
11. Spell projectile travel sound.
12. Getting hit by spell sound.
13. Landing on the ground thump (from jumping or falling).

It would be nice if we can find something generic. For example, something that sounds right for swinging any weapon (club, knife, axe). CC0, CC-BY-3.0, CC-BY-SA-3.0 licenses should be fine.