Weapon sheathing

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akortunov
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Weapon sheathing

Post by akortunov »

Is it possible? Or I should add custom bones to skeleton?
Some thoughts:
1. We can show holstered weapons (as in Gothic).
2. We can show rings.

Any suggestions?
Last edited by akortunov on 29 Sep 2018, 11:44, edited 1 time in total.
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akortunov
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Re: Attaching custom mesh to bodyparts

Post by akortunov »

I'll just leave it here:

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akortunov
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Re: Attaching custom mesh to bodyparts

Post by akortunov »

The basic idea: I use the xbase_anim.nif with some custom bones, to which I attach weapon meshes. With default skeleton the game behaves just like a vanilla game.
Works for any NPC.

Is there a chance to merge it upstream, if I'll fully implement it?
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Berandas
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Re: Attaching custom mesh to bodyparts

Post by Berandas »

There was this project for Morrowind, afaik it was never finished. Though quite a lot of assets were made for it actually.
http://www.gamesas.com/extended-sheathing-t377816.html
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MiroslavXO
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Re: Attaching custom mesh to bodyparts

Post by MiroslavXO »

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's still posible to have custom rigs, guess that's not supported yet.
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akortunov
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Re: Weapon sheathing

Post by akortunov »

https://github.com/OpenMW/openmw/pull/1615

I updated my "weapon sheathing" branch, so resource format is compatible with weapon sheathing feature from MWSE.

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Amenophis
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Re: Weapon sheathing

Post by Amenophis »

Congratulations! I think mainlining your branch would make some MWSE players take a look at OpenMW now.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?
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Thunderforge
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Re: Weapon sheathing

Post by Thunderforge »

Can we make weapon sheathing an optional feature from the Advanced panel and merge it into master?
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lysol
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Location: Sweden

Re: Weapon sheathing

Post by lysol »

Is there any way the merging of this right now would make stuff problematic during the post 1.0 dehardcoding? Otherwise, it is a neat thing, especially since it already is compatible with a bunch of mods.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page
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Zini
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Re: Weapon sheathing

Post by Zini »

I'll have a closer look at it sometimes next week.
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