Zini wrote:Allowing better animations is definitely on the table. Ogre3D will be of use there, but it is not as simple as that. We will have to put quite a bit of work into it on our site. This is a post 1.0 feature though. We aren't there yet.
Awesome. Well these are just some things i'm interested in. Granted, though, most people know more than I do any day of the year, but hopefully youtube shall help me out. This being a 1.0 feature would be nice so I could spend some time learning the animation work of blender and get more used to importing to Ogre3D.
That is why I am also offering remote RDP. Gigabit internet, and multiple high end systems would hopefully allow anyone who lacks a high end system to transfer their files to the machine and render with them. There might be a remote rendering protocal blender supports or somethng like that. I just have to look it up and figure out how those things work. I know back at a college I attended, they had a "rendering farm" that they used for rendering instead of rendering on the machines themselves.
Okulo wrote:I'm looking forward to what you will make. Models would go a great way towards the beautification of the game. Are you going by a certain style (eg. as close to vanilla as possible)?
I am going to do this strictly vanilla. I feel changin colour scheme of any of the objects, adding more limbs to trees, and the such like that will actually distract from the overall atmosphere of the nostalgia.
Agh. Tree sculpting is fun, actually. I can say that I am fairly certain the tree path tool built into blender (addon) doesn't generate trees taht will feel the same as vanilla. I have played with the numbers for a few hours nwo and can't get it to be similar enough. If i adjust the paths and such, I feel as if I lose the tuning I would have if I were to instead go and just do it by hand.
So progress.. I have done a basic model now. No texturing or anything yet. I'll update once I got the first tree done for input and the such.
Just a quick update. i am only using linux for this right now. So the niftools program doesn't work (Support for required files o fBlender 2.49b was dropped some time ago.) Howerver, I am able to use nifskope to convert the files I'm wanting to re-render and update. It doesn't look like it will be too much work to add a bit more detail to the trees. Making new meshes will impact it a lot, though. I'll update when I'm done with this first tree.
http://imgur.com/a/dsOvp
I just finished making adjustments to the tree and tied all the loose edges to make it one object. I uploaded the file here:
https://mega.co.nz/#F!YApC2bQL!YrZmRzOx1cd_ThOqm3OCcg
Let me know if you think I should be going with readjusting the models, or just giving them a higher resolution.
I will begin working on texturing the tree now (this is hopefully an easy one. No leaves. Just bark and details.)
Import model after conversion to DAE, wireframe, edit mode, A, W, Delete duplicate vertex, then add multisampling.
This was result. no other adjustments. if this is an okay process I'll clean up the models a bit, then start workign on figuring out the bark texturing.
Is there a way for me to find the object in Morrowind easily? Isn't there a construction kit you guys are working on or somthing?