New Graphical Modding wth MCP

Post » Thu Nov 04, 2010 1:59 pm

Morrowind Code Patch 1.8 adds new engine features for modellers and animators to use when making new mods. Here is a place to discuss practice and possibilities for future mods.



Reflection, gloss maps and bump maps

MCP enables models to have working gloss maps, and lets skinned objects have reflection maps where it was not allowed before. The engine was capable of these, but the proper data handling was not implemented before.

Gloss maps allow control of the strength and colour of reflection from a reflection map via an extra texture. Just set the gloss map entry in the texturing property. If your model is using bump maps, it works differently; you must put the gloss map in the blue channel of the bump texture, and being one channel, it controls just the strength of the reflection.

Skinned models now support reflection maps, so you can finally make shiny clothing, hair, etc. Make sure the NiTextureEffect is both in the children list and effects list of the parent NiNode, and it should work. This also allows bumpmaps to work, as bumpmaps require a reflection map in the engine.



For animators

The improved animation patch has support for new bones, but they have to be named correctly. The engine has three bone groups, lower body (root bone, base spine and legs), upper body (spine1 and above, right arm), and left arm (left clavicle and arm bones). For animations to work together a bone has to belong to one of these groups. The patch changes the bone checks from strict match to substring match, so you have to append to your bone's name, a bone from the group it will attach to.

Typical use would be: If you want a bone "CustomBone" to be part of the lower body group, name it "CustomBone (Bip01 Pelvis)", for upper body group "CustomBone (Bip01 Spine2)", for left arm group "CustomBone (Bip01 L UpperArm)".

A full list of acceptable non-conflicting bone names to add are (add Bip01 in front of them):
Lower body group - Pelvis, L Thigh, L Calf, L Foot, L Toe0, R Thigh, R Calf, R Foot, R Toe0, MRT, Tail
Upper body group - Spine1, Spine2, Neck, Head, R Clavicle, R UpperArm, R Forearm, R Hand, R Finger0, R Finger1, R Finger2, R Finger3, R Finger4, Weapon Bone
Left arm group - L Clavicle, L UpperArm, L Forearm, L Hand, L Finger0, L Finger1, L Finger2, L Finger3, L Finger4, Shield Bone

Try to name extra bones to the closest available bone for clearness and future use.

The list of animation names are unchanged, as they are referred to by numerical IDs in the engine. It's recommended to replace the sneak animations (there are 20 available) if you need custom animations for a generic NPC, as these are mostly unused.



PlayGroup / LoopGroup

The improved animation patch also changes PlayGroup and LoopGroup to work properly with NPCs and their bone groups. Before it would only play on the lower body, now it should cover the whole NPC.

PlayGroup and LoopGroup both play animations. PlayGroup is essentially doing LoopGroup -1. These both have optional flags, which are important in getting the animations to loop correctly.

PlayGroup groupname, flags
LoopGroup groupname, count, flags

flags = 0 (default)
The controller waits until the current animation is complete before starting the given animation. It plays the whole animation and ignores any Loop Start/End text keys. If you want to avoid glitches, the whole animation must loop cleanly.

flags = 1
The current animation will stop, and the new animation will start from its beginning. Respects Loop text keys.

flags = 2
The current animation will stop, and the new animation will start from the Loop Start key. Respects Loop text keys.



All this information is also included in the MCP 1.8 readme. If you have questions or need clarification, please ask here.
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Ashley Clifft
 
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Post » Thu Nov 04, 2010 6:24 am

i may be out of the loop but what the hell is MCP? No download link?
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Honey Suckle
 
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Post » Thu Nov 04, 2010 2:41 pm

i may be out of the loop but what the hell is MCP? No download link?

MCP = http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/.
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Cedric Pearson
 
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Post » Thu Nov 04, 2010 5:27 pm

i may be out of the loop but what the hell is MCP? No download link?


Yes. ;) You are /very/ far out of the loop then.

This is great news Hrnch! Unfortunately, I can't do anything with these new features. But the potential and possibilities of them are incredible. :) What may have been commonly known as impossible in Morrowind today may very well become possible tomorrow.

Thanks for all the work you've done! I haven't seen any of the more vocal animators around in awhile. I bet they are having a go with the features already.
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djimi
 
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Post » Thu Nov 04, 2010 6:23 pm

Yay! New animation possibilities, finally!
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ZzZz
 
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Post » Thu Nov 04, 2010 12:49 pm

Hrnchamd, many thanx for these explanations.

I have a question about PlayGroup/LoopGroup animation functions. Are there any changes in MCP in the use of function flags?

Wiki:

"Flags = Optional parameter indicating when the animation should start.

0 = Normal, the current animation will finish it’s full cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop regardless of the frame it is on, and the new animation will start from its beginning.
2 = Immediate Loop, the current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle."

:)
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Emma
 
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Post » Thu Nov 04, 2010 8:59 pm

Sorry, that was old information from the prototype with hardcoded flags. Flags work normally now.
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Chris Johnston
 
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Post » Thu Nov 04, 2010 9:37 pm

Fantastic job! You are a Code Magician!

I have a minor “remark” about this phrase:

It's recommended to replace the sneak animations (there are 20 available) if you need custom animations for a single NPC, as these are unused for most NPCs.


IMHO “most NPCs” needs some clarifications. As far as I understood your and Jac’s explanations, the only case when an NPC can switch to sneak mode automatically (by the game engine) is companion NPC. Therefore, the use of sneak sequences for companions might result in a conflict. Are there any other cases? Maybe to specify that (companion peculiarity) in this readme?

:)
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Hella Beast
 
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Post » Thu Nov 04, 2010 6:17 pm

But skinned meshes still don't support bumpmaps, correct?
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Tracey Duncan
 
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Post » Thu Nov 04, 2010 10:59 pm

IMHO “most NPCs” needs some clarifications. As far as I understood your and Jac’s explanations, the only case when an NPC can switch to sneak mode automatically (by the game engine) is companion NPC. Therefore, the use of sneak sequences for companions might result in a conflict. Are there any other cases? Maybe to specify that (companion peculiarity) in this readme?

Maybe if I say generic? It's mostly obvious.

But skinned meshes still don't support bumpmaps, correct?

They now support bumpmaps, as that is dependant on reflection maps working.
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Charlie Sarson
 
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Post » Thu Nov 04, 2010 10:43 pm

I tried adding an environment map to one of NioLiv's dresses, and my game crashed. :(

EDIT: Tried again with a Silaria shirt and it worked. Apparently not all meshes are friendly with this.

FURTHER EDIT: Never mind, it was just me being the queen of PEBKAC again.
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STEVI INQUE
 
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Post » Thu Nov 04, 2010 12:46 pm

Yeah, but it's folks like you who will make use of this to push the limits of what is possible in Mw ever further :)
And this - this thread is no less than the graphics breakthrough we all hoped for: it's only going to get substantially better with OpenMw, and that might take some time :)
Sorry, :) can't seem to be able to stop doing that, atm. I am german :)
:foodndrink:
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Darrell Fawcett
 
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Post » Thu Nov 04, 2010 1:28 pm

Edit: I had a bunch of questions, but I've just found http://www.gamesas.com/index.php?/topic/1009286-bump-mapping-and-gloss-mapping-explained/ :)
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Elina
 
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Post » Thu Nov 04, 2010 8:07 pm

Bahamut was working on an armor mod using gloss maps, iirc.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8494

I'm not sure if the gloss mapping found its way to the release. There is no mentioning.
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Crystal Birch
 
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Post » Thu Nov 04, 2010 7:42 pm

I had a go at reflection and bump the Indoril armor along with the help of MCP. :celebration: Thought I might share a 30 sec clip (cause I have the free version of fraps :shakehead: ) of me turning the camera around my test dummy wearing the armor I stole from one of the guards after I poked him to death. :poke:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4

Might be a bit small but i think you'll get the idea. :)
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Bek Rideout
 
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Post » Thu Nov 04, 2010 7:37 am

I'm really not all that into graphic mods (except for animations)...but AOF that armor looks simply amazing. :) Are you going to release it? :) I hope that all the armor will look this way after a few months.

(Looking forward to a "Shiny Armor" wip popping up on the forum eventually...or something like that...)
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Ownie Zuliana
 
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Post » Thu Nov 04, 2010 8:39 pm

I had a go at reflection and bump the Indoril armor along with the help of MCP. :celebration: Thought I might share a 30 sec clip (cause I have the free version of fraps :shakehead: ) of me turning the camera around my test dummy wearing the armor I stole from one of the guards after I poked him to death. :poke:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4

Might be a bit small but i think you'll get the idea. :)
eeep!
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Tikarma Vodicka-McPherson
 
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Post » Thu Nov 04, 2010 8:57 pm

Yeah, but it's folks like you who will make use of this to push the limits of what is possible in Mw ever further :)
And this - this thread is no less than the graphics breakthrough we all hoped for: it's only going to get substantially better with OpenMw, and that might take some time :)
Sorry, :) can't seem to be able to stop doing that, atm. I am german :)
:foodndrink:


I really hope the OpenMW team can pull it off. If they can finish while the MCP/MGE guys are still around, it could be amazing - the little engine that really could, so to speak. I dunno, though; they have a tough road to hoe.
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Jeffrey Lawson
 
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Post » Thu Nov 04, 2010 12:04 pm

I had a go at reflection and bump the Indoril armor along with the help of MCP. :celebration: Thought I might share a 30 sec clip (cause I have the free version of fraps :shakehead: ) of me turning the camera around my test dummy wearing the armor I stole from one of the guards after I poked him to death. :poke:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4

Might be a bit small but i think you'll get the idea. :)

I find it a bit strange on Indoril armor, but it would look very nice on things like steel.
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sam westover
 
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Post » Thu Nov 04, 2010 10:44 pm

I had a go at reflection and bump the Indoril armor along with the help of MCP. :celebration: Thought I might share a 30 sec clip (cause I have the free version of fraps :shakehead: ) of me turning the camera around my test dummy wearing the armor I stole from one of the guards after I poked him to death. :poke:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4

Might be a bit small but i think you'll get the idea. :)


Holy Crap! :foodndrink:

Would love to see this done to steel and adamantium armors!
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Quick Draw
 
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Post » Thu Nov 04, 2010 11:16 pm

Would love to see this done to steel and adamantium armors!


Agreed.

Indoril was always one of my favorites, one of those stylistic things from Morrowind that really grabbed me. Looks fantastic with this treatment, and I imagine properly glossed steel could breathe some new life into those old meshes.
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Trent Theriot
 
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Post » Thu Nov 04, 2010 8:49 am

Edit: Double post somehow =(
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Jonathan Egan
 
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Post » Thu Nov 04, 2010 4:30 pm

I suppose this is kind of graphical.

Is it possible to disable the HUD but not the character sheet/menu etc? Maybe through MCP? It would be great for people who want to make their own interface for life/mana etc through MGE.
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Daddy Cool!
 
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Post » Thu Nov 04, 2010 8:13 am

I had a go at reflection and bump the Indoril armor along with the help of MCP. :celebration: Thought I might share a 30 sec clip (cause I have the free version of fraps :shakehead: ) of me turning the camera around my test dummy wearing the armor I stole from one of the guards after I poked him to death. :poke:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4

Might be a bit small but i think you'll get the idea. :)

this looks incredible! though it would fit even better to steel or imperial armour.
besides that, the waterfall in the background looks incredible, too! where can I get that from?
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Anna Krzyzanowska
 
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Post » Thu Nov 04, 2010 9:02 pm

this looks incredible! though it would fit even better to steel or imperial armour.
besides that, the waterfall in the background looks incredible, too! where can I get that from?

I got totally distracted by that waterfall. :P
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Claudz
 
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