New Graphical Modding wth MCP

Post » Thu Nov 04, 2010 3:41 pm

I didn't know that. They get really choppy in distance and low FPS. So why they look terrible then?

PS. Yes, I like Morrowind animations, I just found them choppy. Maybe I don't understand animation. But I did my fair share of dinosaur animations back then with 3DSMAX. So, what is wrong with them? Sure they are not Uncharted quality but how many games use advanced animations.

Oh, the AI and animation system are closely linked, approximately one animation for one AI state. At a certain fraction of the AI distance the keyframe interpolation is turned off, probably to "save CPU" like you did in the old days. Morrowind animation system just lacks momentum and continuity. I think most of the animation work went into the idles (it slightly makes sense with all those people standing around).
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Manuel rivera
 
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Post » Fri Nov 05, 2010 1:16 am

Oh, the AI and animation system are closely linked, approximately one animation for one AI state. At a certain fraction of the AI distance the keyframe interpolation is turned off, probably to "save CPU" like you did in the old days. Morrowind animation system just lacks momentum and continuity. I think most of the animation work went into the idles (it slightly makes sense with all those people standing around).

I thought it was just the way it was. The speed varies and animation speed looks weird when you have a slow motion running animation. This is the game mechanic of the RPGness. It never bothered me, it wasn't trying to be realistic. Now, I'm playing Daggerfall and I noticed there is a reflex option. With this you can change the speed of the game to your needs. Maybe if there was an option like that in Morrowind, I would like to set it to very high.

PS. I also have an idea of using fatigue to change speed drastically(another feature from Daggerfall, you can fine tune your walking speed, how awesome is that!), which can work too.
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Ron
 
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Post » Fri Nov 05, 2010 12:38 am

Daggerfall uses Bethesda’s home-made engine, XnGine. I have no clue how animations are made in this game. I see the following problem with your suggestions: in MW x,y,z root bone translations are build in animation files. In many games these movements are controlled exclusively by the engine, an NPC in animation files is running/walking like on a treadmill; this is an “easy” from programming point of view solution. In the later case game engine controls direction and velocity of motion. A disadvantage of that is often observed as sliding. So, not only x,y,z translations of a root bone should be slowed down but animations of legs and arms as well according to main “slowing”.

MW global game settings allow to change animation speed. I guess setAthletics and setSpeed functions can do better job for what you are proposing.

:)
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Riky Carrasco
 
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Post » Fri Nov 05, 2010 1:49 am

Skunkworks is looking as awesome as ever:
http://www.tesnexus.com/downloads/file.php?id=26348

Solar dipole 06 is so awesome in so many ways!
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GLOW...
 
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Post » Thu Nov 04, 2010 3:45 pm

Skunkworks is looking as awesome as ever:
http://www.tesnexus.com/downloads/file.php?id=26348

Solar dipole 06 is so awesome in so many ways!

I can't imagine what the performance hit will be like!

Hrnchamd, while I had learned how to use these various maps in other Gambryo games, are there any extra steps that still need to be taken with your patch in place? I remember the tutorial I think you made a year or two ago for "activating" bump maps, and it was rather complicated as I recall. I guess what I'm asking is: If someone was to follow a general tutorial for attaching a gloss texture, does it now work in Morrowind?

Edit: Just noticed Bbodies don't have belly buttons. Anyone tried bump mapping them on? Or will it be super shiny :D
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Danny Blight
 
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Post » Thu Nov 04, 2010 11:06 pm

I think this fits in here, but can anyone tell me how to 'add gloss map' in nifskope?

I can do it just fine in blender by map to 'SPEC' but it is a pain in the behind loading up certain meshes.

Thanks in advance.


Never mind, I think I figured it out... Thanks anyway. :)
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Emily Rose
 
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Post » Thu Nov 04, 2010 6:11 pm

Ascadian Afternoon looks fantastic, I never dreamed shadows would look so good in Morrowind. Great work Hrnchamd. :)
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Sammygirl500
 
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Post » Thu Nov 04, 2010 12:59 pm

About landscape. Some things I was thinking about today.

Upping size of landscape patches? So that say people can optimally use higher resolution textures? Right now a lot of retexture projects end up cramming to much detail into a too small patch of land.

Also is it possible to attach the landscape to the same system that deals with reflections/bump maps? It would be really cool to do add bumps/reflectiveness to some terrain.

Just some random thoughts.
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Kari Depp
 
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Post » Fri Nov 05, 2010 3:47 am

Skunkworks = the next evolution stage of Morrowind. Though, I hope the optimization of this new graphical emprovement is well done.
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Cheville Thompson
 
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Post » Fri Nov 05, 2010 12:34 am

Uh, what exactly is skunk works?
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Bellismydesi
 
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Post » Thu Nov 04, 2010 11:39 pm

Uh, what exactly is skunk works?


No idea about title but basically its's a Morrowind Code Patch(MCP) graphical work in progress.
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Laura-Jayne Lee
 
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Post » Thu Nov 04, 2010 8:22 pm

Uh, what exactly is skunk works?



Skunk Works is military lingo for testing facility(usually referring to experimental aircraft development facilities in the U.S.), however, the title would fit here as well, since its basically a testing bed for experimental MCP development.
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celebrity
 
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Post » Thu Nov 04, 2010 6:21 pm

Uh, what exactly is skunk works?


Everyone gave you the definition but I think you may have been wondering http://www.tesnexus.com/downloads/file.php?id=26348 rather than what it means.
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RUby DIaz
 
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Post » Thu Nov 04, 2010 12:53 pm

Skunk Works is military lingo for testing facility(usually referring to experimental aircraft development facilities in the U.S.), however, the title would fit here as well, since its basically a testing bed for experimental MCP development.



Lol, good to know. For a moment I thought you were pulling my leg.
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Agnieszka Bak
 
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Post » Fri Nov 05, 2010 12:21 am

Skunk Works is military lingo for testing facility(usually referring to experimental aircraft development facilities in the U.S.), however, the title would fit here as well, since its basically a testing bed for experimental MCP development.



Lol, good to know. For a moment I thought you were pulling my leg.
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lolly13
 
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Post » Thu Nov 04, 2010 2:41 pm

Been rather out of the loop with real life but I've been doing some work with gloss maps.

"How do you use them"

This may help. One of the best Freedom Force gloss, aka refl, tutorials. The same 4.0.0.2 Nifs, so almost all of it is relevant.

http://www.fxforce.com/GRYPHON/tutorial4.html

Note that it doesn't cover coloured maps, just greyscale, but that's pretty easy (using dark purple rather than dark grey gives great polished leather). Also note that selection of different NiTextureEffect textures makes a huge change in the effect. Changing a simple 32x32 pixel tga or dds file makes such a difference.
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J.P loves
 
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