OpenMw NewEST Thread

Post » Sat May 28, 2011 6:04 pm

From what you said on the ogre forums, isn't the first problem similar to the texture seams that Slartibartfast fixed? Or are those two completely different things?

It is a different issue I think. If I get it fixed the method I proposed on the Ogre forums, (and it works) Slartibartfast's fix won't be needed.
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Chloe :)
 
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Post » Sat May 28, 2011 1:29 pm

I've made a short video of Yacoby's terrain engine.

Here it is: http://www.youtube.com/watch?v=SVirqwmhrMU

UPDATE: Here's a second one: http://www.youtube.com/watch?v=2wwMZeL74wA
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stacy hamilton
 
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Post » Sat May 28, 2011 11:06 pm

Think I've made these suggestions in past OpenMW threads, but more animation slots and equipment slots would be very desirable ... so items don't have to replace other items (like quivers replacing pauldrons) or replace current animations to use a new one.
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He got the
 
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Post » Sat May 28, 2011 10:55 pm

Great, but why Vvardenfell is mirrored? :)
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Daddy Cool!
 
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Post » Sat May 28, 2011 10:48 am

Think I've made these suggestions in past OpenMW threads, but more animation slots and equipment slots would be very desirable ... so items don't have to replace other items (like quivers replacing pauldrons) or replace current animations to use a new one.

That's a great point. We won't put this in the 1.0 release (well maybe the animation slots, if it's easy to do and doesn't break anything). But I think both kinds of slots are possible to add, so it's very likely we'll make that possible in a future version.

Great, but why Vvardenfell is mirrored? :)

lol, I didn't even notice that :) It's probably just a minus sign missing somewhere.
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Ally Chimienti
 
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Post » Sat May 28, 2011 9:23 pm

Great, but why Vvardenfell is mirrored? :)

It is really strange. Positive X seems to be towards the left. In other words, the positions of the objects are fine. (I do know about this)
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Wanda Maximoff
 
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Post » Sat May 28, 2011 7:47 pm

Would it be possible to have support for multiple world spaces as in Oblivion? That way mods that add new lands but that are only supposed to be accessible through teleportation could be placed in separate world spaces, so that for example Wizards' Islands wouldn't conflict with Tamriel Rebuilt.
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Adriana Lenzo
 
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Post » Sat May 28, 2011 1:22 pm

Would it be possible to have support for multiple world spaces as in Oblivion? That way mods that add new lands but that are only supposed to be accessible through teleportation could be placed in separate world spaces, so that for example Wizards' Islands wouldn't conflict with Tamriel Rebuilt.

Exult has managed that for Ultima VII. I'd imagine that even if the complexity is of a completely different scale, the same could be achieved for Morrowind with OpenMW.

I'd take it the X rotation issue isn't a major one?
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Lily Something
 
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Post » Sat May 28, 2011 1:08 pm

This is progressing quite awesomely! :)
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Mel E
 
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Post » Sat May 28, 2011 5:25 pm

Im sure this has already been asked, but will this support bump mapping?
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Helen Quill
 
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Post » Sat May 28, 2011 3:55 pm

Im sure this has already been asked, but will this support bump mapping?

As Ogre can, I am sure that it would be trivial to write in. I know I would like the landscape to (and it is on my "Could be good but a long way off" list).
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Chantel Hopkin
 
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Post » Sat May 28, 2011 8:19 pm

Im sure this has already been asked, but will this support bump mapping?


Normal mapping, cone step mapping, soft shadow maps, ect. ect. with enough work it could look better than whatever TES V will look like.

Also, yay almost done with finals! Been poking my way around Ogre so hopefully I'll be able to actually work on stuff a week from now.

Finally @ Yacoby, how are models going to be handled off in the distance? Just loading them up would eat away at memory and performance far too quickly.
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Neil
 
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Post » Sat May 28, 2011 7:21 pm

I'd take it the X rotation issue isn't a major one?

I have just checked (The textures for caldea, are at the game position of caldera), so it doesn't seem to be the terrain eingines problem, so hopefully when it gets ported the OpenMW, it will all be OK.
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Len swann
 
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Post » Sat May 28, 2011 2:35 pm

Normal mapping, cone step mapping, soft shadow maps, ect. ect. with enough work it could look better than whatever TES V will look like.


Exclding normal mapping idk what the other stuff does but...yay! lol
Will there be shadows cast from trees on the ground similiar to what oblivion trees have?
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Lizbeth Ruiz
 
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Post » Sat May 28, 2011 6:17 pm

Exclding normal mapping idk what the other stuff does but...yay! lol

There's no problem with normalmapping, lots of people around here dislike it because of it's bad appearance in Oblivion, but it can look great, just make sure the textures are good (and around 1024x1024)
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Rhysa Hughes
 
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Post » Sat May 28, 2011 7:18 pm

I have a suggestion, why not add the ability to make a new world space? (Like OB had Shivering Isles) That way, we don't have to screw around with interiors.
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Jack Bryan
 
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Post » Sat May 28, 2011 3:22 pm

If this is going to increase running/walking speed considerably (as Morrowind was far too slow), I wonder if it would be a good idea to make the landscape twice as large, as if it were not, then traversing the landscape would take a very short amount of time.
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Solène We
 
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Post » Sat May 28, 2011 5:35 pm

If this is going to increase running/walking speed considerably (as Morrowind was far too slow), I wonder if it would be a good idea to make the landscape twice as large, as if it were not, then traversing the landscape would take a very short amount of time.

That would be a huge amount of work. Lightwave made tools for converting stuff automatically to a bigger scale, but as you can see http://projectmanager.f2s.com/morrowind/2x2/MW_2x2_Balmora0.jpg, a huge amount of hand placing and rebuilding stuff would be needed. There's also a showcase thread http://www.gamesas.com/bgsforums/index.php?showtopic=775175 about a similar idea of converting Oblivion's terrain. That thread also covers a quite extensive discussion as to why no-one's picked up the effort. :nope:
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Sylvia Luciani
 
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Post » Sun May 29, 2011 1:17 am

That would be a huge amount of work. Lightwave made tools for converting stuff automatically to a bigger scale, but as you can see http://projectmanager.f2s.com/morrowind/2x2/MW_2x2_Balmora0.jpg, a huge amount of hand placing and rebuilding stuff would be needed. There's also a showcase thread http://www.gamesas.com/bgsforums/index.php?showtopic=775175 about a similar idea of converting Oblivion's terrain. That thread also covers a quite extensive discussion as to why no-one's picked up the effort. :nope:


Hopefully the speed increase will be offset by the amount of playable land available to the community, for example in the form of Tamriel Rebuilt, which, when finished, will quintuple the amount of landmass in the game. As it is now, at least twice the amount of landmass is available from TR alone, so when you include all the other landmass mods that players use, I think you'll find that there's more than enough to keep them busy even with the most holiest boots of the apostles ;)
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Neko Jenny
 
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Post » Sat May 28, 2011 10:49 am

I don't think anyone was talking about increasing walking speed by default*. The landscape demo had a fast movement speed because I can't debug it otherwise. We haven't got around to players stats yet...

*I might be wrong

If this is going to increase running/walking speed considerably (as Morrowind was far too slow), I wonder if it would be a good idea to make the landscape twice as large, as if it were not, then traversing the landscape would take a very short amount of time.

I believe increasing walking speed is a mods job, not something for the engine.
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Trevor Bostwick
 
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Post » Sat May 28, 2011 12:09 pm

Geez, I had to go through five different threads to get to this most recent one. I've been to the main website http://openmw.sourceforge.net/wiki/index.php/Main_Page and what not but I think I have a vague idea of what OpenMW actually is; using open source code.

Okay, my question is, with Morrowind being open-source, will we be able to keep swapping out engine updates? For example, in the year 2014, will we be able to use a game engine that is of that year? And then when 2017 comes around, will we be able to swap out the 2014 engine and update it with the 2017 engine? Is that what will be the biggest ability of this project? ....continually updating the technology for Morrowind and keeping it up-to-date with the latest technology?
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Nauty
 
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Post » Sat May 28, 2011 10:46 pm

Geez, I had to go through five different threads to get to this most recent one. I've been to the main website http://openmw.sourceforge.net/wiki/index.php/Main_Page and what not but I think I have a vague idea of what OpenMW actually is; using open source code.

Okay, my question is, with Morrowind being open-source, will we be able to keep swapping out engine updates? For example, in the year 2014, will we be able to use a game engine that is of that year? And then when 2017 comes around, will we be able to swap out the 2014 engine and update it with the 2017 engine? Is that what will be the biggest ability of this project? ....continually updating the technology for Morrowind and keeping it up-to-date with the latest technology?


Yes, this project will allow all the latest graphical features to be supported. HDR, advanced Pixel Shading, you name it. It will also allow basically anything to be changed, as opposed to the ultimately limited extendability of morrowind. Though I will give Morrowind credit for being one of the first highly modifiable games. Though I think all that did was leave me yearning for more. And now look at me... using linux as my desktop OS and beta testing OpenMW. lol
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Ricky Meehan
 
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Post » Sat May 28, 2011 10:23 am

I am very happy to see something like OpenMW.
The modability will truely be limitless, and the game itself immortal.

And you've come a long way with it so far.

If I could write code, I would help. Sadly I can't. :(
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Britney Lopez
 
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Post » Sat May 28, 2011 8:25 pm

* (possibly) improve game mechanics, physics, combat and AI


^This is key for me.

I'm absolutely not joking when I say I could play/mod for a Morrowind+Tribunal+Bloodmoon game with physics, better AI, and an Oblivion-ized combat/casting system for... ohhh, a few decades.

Kudos to everyone involved. This could be HUGE.
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{Richies Mommy}
 
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Post » Sat May 28, 2011 12:16 pm

I want to help out as much as I can. I've only been playing Morrowind for a couple months now but I'm learning quickly on scripting/dialog editing. Maybe I should PM Tbrick or Yacoby to find out more. The main OpenMW page doesn't quite help me as far as understanding what they're actually doing.
But it says I can write wiki stuff or test the alpha/beta versions.

http://openmw.sourceforge.net/wiki/index.php/Contribute
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~Amy~
 
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