OpenMW Template art

OpenMW's very own demo, template and game to show off everything that OpenMW is capable of.

Moderator: Example suite forum moderator

Lamoot
Posts: 164
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

I'll return it back in cash valuation at the time I borrowed it. :P
(╯°□°)╯︵ ┻━┻

In other news, the COLLADA models for the sky don't display properly and I have no idea where what's causing it. I went with the .osgt format for the sky meshes instead and the Template is now free of .nif files.
Mojo
Posts: 10
Joined: 08 Nov 2017, 17:13

Re: OpenMW Template art

Post by Mojo »

I'd love to try it, but on startup [openmw 0.46 + template.omwgame] I got the following error:

Code: Select all

Error loading meshes/basicplayer.dae: no readwriter for 'dae' found
Anything I could do to fix it?
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DestinedToDie
Posts: 1176
Joined: 29 Jun 2015, 09:08

Re: OpenMW Template art

Post by DestinedToDie »

Mojo wrote: 28 Apr 2021, 14:01Anything I could do to fix it?
I suspect version 0.46 won't cut it. See if you can get it to work with a bleeding-edge build from here: https://gitlab.com/OpenMW/openmw/-/pipe ... ref=master

Instructions for how to download the latest compiled build: viewtopic.php?f=20&t=1808&start=490#p68521
Lamoot
Posts: 164
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

Mojo wrote: 28 Apr 2021, 14:01 I'd love to try it, but on startup [openmw 0.46 + template.omwgame] I got the following error:

Code: Select all

Error loading meshes/basicplayer.dae: no readwriter for 'dae' found
Anything I could do to fix it?
You'll need to use a recent development build as DestinedToDie mentiones. Version 0.46 still has certain meshes hard-coded and doesn't support the COLLADA format. To get the Template working with OpenMW some settings need to be changed to point to the correct essential meshes (sky and player). All of this will be better documented once the Template is ready.
Mojo
Posts: 10
Joined: 08 Nov 2017, 17:13

Re: OpenMW Template art

Post by Mojo »

DestinedToDie wrote: 28 Apr 2021, 16:44 I suspect version 0.46 won't cut it. See if you can get it to work with a bleeding-edge build from here: https://gitlab.com/OpenMW/openmw/-/pipe ... ref=master
Instructions for how to download the latest compiled build: viewtopic.php?f=20&t=1808&start=490#p68521
Lamoot wrote: 28 Apr 2021, 23:27 You'll need to use a recent development build as DestinedToDie mentiones. Version 0.46 still has certain meshes hard-coded and doesn't support the COLLADA format. To get the Template working with OpenMW some settings need to be changed to point to the correct essential meshes (sky and player). All of this will be better documented once the Template is ready.
Thank you both for your answers, I'll test the template with a more recent version of openmw, once it it ready. :D
Lamoot
Posts: 164
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

Mojo wrote: 29 Apr 2021, 18:39 Thank you both for your answers, I'll test the template with a more recent version of openmw, once it it ready. :D
Sure thing! It'll be great to get feedback on the install process and then fix any parts where people get stuck.

The UI textures are now properly done. At least done well enough so they don't look weird. It's a mix of work from Mclawliet and myself.
Image

With this, the Template has all the needed assets and we can start thinking of a release.
Lamoot
Posts: 164
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

For anyone who wants to test the Template, it's available from
https://gitlab.com/OpenMW/example-suite

How to install
https://openmw.readthedocs.io/en/latest ... plate.html

It needs OpenMW 0.47 to run. OpenMW 0.47 RC2 is available from here.
viewtopic.php?p=70914#p70914
Lamoot
Posts: 164
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

I've started working on the next stage of the Template / Example Suite. It's a smaller bird-like biped that will help me test and document the workflow for creating animated creatures / enemies. The model so far is just for figuring out the proportions and will have its topology joined later.
Spoiler: Show
Lamoot
Posts: 164
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

Rig for the bird creature.
Spoiler: Show
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wazabear
Posts: 66
Joined: 13 May 2020, 19:31
Gitlab profile: https://gitlab.com/glassmancody.info

Re: OpenMW Template art

Post by wazabear »

Very nice, an up to date animation reference will be invaluable. It's one of the most daunting things to do for new modders.

On the topic of animations. If your'e interested, Greatness7 actually made a blender plugin to port these animations in from https://www.mixamo.com/#/?page=1&type=M ... MotionPack. In fact, you can even preview the animations by importing the morrowind skeleton.

He shared the script here: https://gist.github.com/Greatness7/85ff ... 5bb8ff2664

In action here: https://streamable.com/qu5lb0

Is this something doable for OpenMW-Dude? The library gives access to a massive collection of high quality animations.
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