OpenMw NewEST Thread

Post » Sat May 28, 2011 6:09 pm

0.7 will be out soon which will have support for exterior landscapes among lots of other great fixes. The interiors have been working perfectly for awhile now, and the scripting and user interface have the groundwork mostly laid. After 0.7 we will start seeing it come together quickly.

Here's what Nicolay, the leader of the project, said recently.
here's a suggestion for a (very rough) priority list of the
things I think we could do next:

- landscape
- landscape physics (walking around)
- exterior cell and object loading (trees and houses etc)
- some exterior graphical effects (water and sky)
- animation
- switching cells at runtime (moving between exterior <-> interior and so on)
- rendering npc's, with animation
- npc dialogues

User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Sat May 28, 2011 10:01 pm

0.7 will be out soon which will have support for exterior landscapes among lots of other great fixes. The interiors have been working perfectly for awhile now, and the scripting and user interface have the groundwork mostly laid. After 0.7 we will start seeing it come together quickly.

Here's what Nicolay, the leader of the project, said recently.

I was about to do this update, ha ha. I guess I'll just expand on this.

Anyways, for the people on these forums, you should be very excited right now. If you didn't realize it by now, this project is going to surpass all the capabilities of Bethesda's vanilla game, and anything that MGE, MWSE, or MCP could hope to achieve.

OpenMW is coming people, faster than you may think!

If you'd like to help out or stay more frequently informed of updates to the project, go to the mailing lists:
http://groups.google.com/group/openmw?hl=en&pli=1

I know that the animations have been a little tricky, so if anyone has any experience with those, feel free to help Nicolay out!
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Sat May 28, 2011 3:15 pm

Nicolay is the leader? I thought tbrick was the inventor? ...the creator of the heavens and the earth; alpha and omega.
Isn't Yacoby still on this?
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sun May 29, 2011 2:41 am

Nicolay is the leader? I thought tbrick was the inventor? ...the creator of the heavens and the earth; alpha and omega.
Isn't Yacoby still on this?

I think Nicolay = tbrick... not sure 100%
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Sat May 28, 2011 4:45 pm

Even though I have a plethora of questions regarding OpenMW, I'll ask this one: When OpenMW is fully completed, will it be able to look and perform like Crysis Warhead?

http://www.youtube.com/watch?v=ryudmjFfCOw
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Sat May 28, 2011 4:57 pm

Anyways, for the people on these forums, you should be very excited right now. If you didn't realize it by now, this project is going to surpass all the capabilities of Bethesda's vanilla game, and anything that MGE, MWSE, or MCP could hope to achieve.
OpenMW is coming people, faster than you may think!

Yup, that's the plan :) We've had great progress lately, especially with the terrain part nearly finished. But I hope people don't get _too_ high expectations about how fast this will all go though. If I was rich I could work on this full time, but as long as I'm not things might take some time still :P

I think Nicolay = tbrick... not sure 100%

That's 100% correct. I've done most of the coding so far. Yacoby has made the terrain engine, which I'm now working on putting into the main engine. He's done a great job at it and I definitely couldn't have done that myself. Others have sent in smaller patches and fixes, along with a ton of suggestions which I hope keep coming in here and on the mailing list.

Even though I have a plethora of questions regarding OpenMW, I'll ask this one: When OpenMW is fully completed, will it be able to look and perform like Crysis Warhead?

Hard to say. The OGRE engine, which we're using, probably isn't as powerful as the state of the art commercial engines like Crysis, but it keeps evolving. Plus you'd need new textures, meshes and special effects to keep up with a modern game of course (but a lot of MW mods already do that.) I'm pretty sure we could match Oblivion graphics at some point though. Hey, maybe when OpenMW is done we'll do OpenOB as an encore :)
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat May 28, 2011 8:52 pm

Oblivion isnt worth your time tbh, spend your time slaving away at Morrowind, It deserves your skill and attention :P.
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Sun May 29, 2011 12:40 am

Oblivion isnt worth your time tbh, spend your time slaving away at Morrowind, It deserves your skill and attention :P.


:thumbsup:
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Sat May 28, 2011 11:16 pm

:D:D:D:D

Okay, one more question... body mods for OpenMW? HGEC or better? Possible?
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Sat May 28, 2011 10:17 am

:D:D:D:D

Okay, one more question... body mods for OpenMW? HGEC or better? Possible?


There is no technical reason preventing such things, since those simply require new models and textures... and maybe some shading. All of which are possible with OpenMW. As far as I know though, OpenMW is just striving for implementing vanilla morrowind out of the box, but will allow whatever mods you want... and I'm sure people can and will make forks of OpenMW which include certain mods as standard.

Personally I have found no trouble using my texture replacers with OpenMW, if that makes you feel better. I have also used PyFFI on all the morrowind models just for fun, and everything works. Thus, since I have already been able to change the textures and models without problem in this alpha version, everything is right on target.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Sat May 28, 2011 9:07 pm

There is no technical reason preventing such things, since those simply require new models and textures... and maybe some shading.


It's been a while since I played Morrowind and I don't remember some of the technical differences between it and Oblivion. Would it be difficult to port an Oblivion (body) mod to OpenMW? I know OpenMW has no intentions of working with any of Oblivion's files which is why I ask.

What I'm trying to say is my ideal ES game would be one with Morrowind's armor system and, for argument's sake, a body mod of http://www.tesnexus.com/downloads/images/17186-1-1211058671.JPG quality, and the potential for animation replacers/additions/http://i333.photobucket.com/albums/m390/VeazeyJ/112.png, etc... a la Oblivion. Is that a realistic possibility?

From my understanding of what "open source" means I think it *probably* is, but I'm not entirely sure. Would this mod allow for people to really dig in and tweak the fundamentals... as an example, a Throwing skill seperate from Marksman?
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Sat May 28, 2011 5:08 pm

It's been a while since I played Morrowind and I don't remember some of the technical differences between it and Oblivion. Would it be difficult to port an Oblivion (body) mod to OpenMW? I know OpenMW has no intentions of working with any of Oblivion's files which is why I ask.

What I'm trying to say is my ideal ES game would be one with Morrowind's armor system and, for argument's sake, a body mod of http://www.tesnexus.com/downloads/images/17186-1-1211058671.JPG quality, and the potential for animation replacers/additions/http://i333.photobucket.com/albums/m390/VeazeyJ/112.png, etc... a la Oblivion. Is that a realistic possibility?

From my understanding of what "open source" means I think it *probably* is, but I'm not entirely sure. Would this mod would allow for people to really dig in and tweak the fundamentals... as an example, a Throwing skill seperate from Marksman?


You can definitely dig into the nitty gritty of Morrowind using OpenMW, which is why the wishlist has become so extensive.

http://openmw.sourceforge.net/wiki/index.php/Wishlist

It would definitely be feasible to transfer in Oblivion models and implement new poses, but legally Bethesda does not want any of the official Oblivion art transferred in. A lot of this sort of thing has already been done with current mods, including poses if I'm not mistaken. Vitaly's mods do a great job of trying to put Oblivion-esque graphics into Morrowind. The opposite has been achieved with http://morroblivion.com/. Unfortunately, quests don't work with that mod. Though you could certainly implement body replacers and Morroblivion simultaneously... you just can't actually play.

OpenMW is fundamentally cooler than Morroblivion even if it ever were to gain functioning quests (which is unlikely), considering the scope of what is possible with Open Source production. If even 1% of that wishlist were implemented, I would have to clean up a lot of drool from my keyboard.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Sat May 28, 2011 5:22 pm

It's been a while since I played Morrowind and I don't remember some of the technical differences between it and Oblivion. Would it be difficult to port an Oblivion (body) mod to OpenMW? I know OpenMW has no intentions of working with any of Oblivion's files which is why I ask.

What I'm trying to say is my ideal ES game would be one with Morrowind's armor system and, for argument's sake, a body mod of http://www.tesnexus.com/downloads/images/17186-1-1211058671.JPG quality, and the potential for animation replacers/additions/http://i333.photobucket.com/albums/m390/VeazeyJ/112.png, etc... a la Oblivion. Is that a realistic possibility?

From my understanding of what "open source" means I think it *probably* is, but I'm not entirely sure. Would this mod would allow for people to really dig in and tweak the fundamentals... as an example, a Throwing skill seperate from Marksman?

It is possible to rig that body to Morrowind's skeleton.
The only problem there will ever be is compatibility with clothing and stuff.

Heck I could do it. I just..umm..really don't want to. What's wrong with better bodies? I don't get it. Unless you really want everyone to look different...
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sun May 29, 2011 1:28 am

Hard to say. The OGRE engine, which we're using, probably isn't as powerful as the state of the art commercial engines like Crysis, but it keeps evolving. Plus you'd need new textures, meshes and special effects to keep up with a modern game of course (but a lot of MW mods already do that.) I'm pretty sure we could match Oblivion graphics at some point though. Hey, maybe when OpenMW is done we'll do OpenOB as an encore :)

As with most of these things, the engine is only half the story - the other half is the artwork.
User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Sun May 29, 2011 12:51 am

It is possible to rig that body to Morrowind's skeleton.
The only problem there will ever be is compatibility with clothing and stuff.

Heck I could do it. I just..umm..really don't want to. What's wrong with better bodies? I don't get it. Unless you really want everyone to look different...


What's wrong with the default body/skeleton/animations? Nothing's wrong, Better Bodies isn't an aptitude test or a morality check...

But it was limited by the default Morrowind engine, and I think many would agree that the prospect of improving some of the more clunky/dated fundamentals would be *great*. With an open source engine giving us the opportunity for new animations, new skeletons, better bodies... why not?
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat May 28, 2011 11:23 pm

What's wrong with the default body/skeleton/animations? Nothing's wrong, Better Bodies isn't an aptitude test or a morality check...

But it was limited by the default Morrowind engine, and I think many would agree that the prospect of improving some of the more clunky/dated fundamentals would be *great*. With an open source engine giving us the opportunity for new animations, new skeletons, better bodies... why not?

The mesh seems fine. Unless you want the slightly higher-polygon male mesh I use (thinner waist, bigger arms, and 3D abs).
I don't think it would much improve with a normal map, unless it's an argonian or some strange race or you want 3D-looking private areas.

New animations would be great, but that's doable even without OpenMW. Umm...it's also a lot of work, they's why there is only one replacer.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat May 28, 2011 8:26 pm

Heck I could do it. I just..umm..really don't want to. What's wrong with better bodies? I don't get it. Unless you really want everyone to look different...


I think it would be absolutely cool to have different body models. It?s highly unrealistic that everybode, from the youngest to the oldest, is in super good shape. I?d like to have realistic bodies. Maybe some thicker rich people and so on. Not everybody looks the same. But it would be too much work I think, you would have to design different clothes to fit the different body shapes. But nevertheless, it would be awesome :)
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sat May 28, 2011 10:56 am

I think it would be absolutely cool to have different body models. It?s highly unrealistic that everybode, from the youngest to the oldest, is in super good shape. I?d like to have realistic bodies. Maybe some thicker rich people and so on. Not everybody looks the same. But it would be too much work I think, you would have to design different clothes to fit the different body shapes. But nevertheless, it would be awesome :)


I mentioned this earlier too about a few months ago and some people agree.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sat May 28, 2011 3:55 pm

I think it would be absolutely cool to have different body models. It?s highly unrealistic that everybode, from the youngest to the oldest, is in super good shape. I?d like to have realistic bodies. Maybe some thicker rich people and so on. Not everybody looks the same. But it would be too much work I think, you would have to design different clothes to fit the different body shapes. But nevertheless, it would be awesome :)

Just take the clothing and move verteces out to make it look fat.


Hey here's something OpenMw can implement. Clothing that isn't removable like in Oblivion.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Sat May 28, 2011 9:00 pm

You can definitely dig into the nitty gritty of Morrowind using OpenMW, which is why the wishlist has become so extensive.

http://openmw.sourceforge.net/wiki/index.php/Wishlist

It would definitely be feasible to transfer in Oblivion models and implement new poses, but legally Bethesda does not want any of the official Oblivion art transferred in. A lot of this sort of thing has already been done with current mods, including poses if I'm not mistaken. Vitaly's mods do a great job of trying to put Oblivion-esque graphics into Morrowind. The opposite has been achieved with http://morroblivion.com/. Unfortunately, quests don't work with that mod. Though you could certainly implement body replacers and Morroblivion simultaneously... you just can't actually play.

OpenMW is fundamentally cooler than Morroblivion even if it ever were to gain functioning quests (which is unlikely), considering the scope of what is possible with Open Source production. If even 1% of that wishlist were implemented, I would have to clean up a lot of drool from my keyboard.



Whoa, what do you mean that we won't be able to play quests with OpenMW? We'll still be using the Morrowind disk to play the game; except we'll be using a different engine. So why wouldn't we be able to play the game from start to finish (including all the side/guild quests) with OpenMW?
Please tell me that we'll still be able to actually play the damn game with OpenMW!
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Sat May 28, 2011 12:08 pm

This:
OpenMW is fundamentally cooler than Morroblivion even if it ever were to gain functioning quests (which is unlikely), considering the scope of what is possible with Open Source production. If even 1% of that wishlist were implemented, I would have to clean up a lot of drool from my keyboard.


Should be:
OpenMW is fundamentally cooler than Morroblivion even if it[Morroblivion] ever were to gain functioning quests (which is unlikely)

User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Sat May 28, 2011 11:26 pm

Ohhhhhh, hehe... thanks for clearing that up, Yacoby.

Oh, and regarding the wishlist http://openmw.sourceforge.net/wiki/index.php/Wishlist

Why DirectX 9 compatability? Why not DirectX 10 or 11 compatibility? I mean, shouldn't we be striving to try and implement as much of the latest technology as we can?
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Sat May 28, 2011 7:50 pm

Ohhhhhh, hehe... thanks for clearing that up, Yacoby.

Oh, and regarding the wishlist http://openmw.sourceforge.net/wiki/index.php/Wishlist

Why DirectX 9 compatability? Why not DirectX 10 or 11 compatibility? I mean, shouldn't we be striving to try and implement as much of the latest technology as we can?

Direct X 9 has something that Direct X 10 doesn't. Therefore you need to install 9 before you install 10
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sat May 28, 2011 12:36 pm

I want OpenGL 3.1 compatibility :) ... and the ability to fallback to previous versions.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sat May 28, 2011 1:50 pm

Why DirectX 9 compatability? Why not DirectX 10 or 11 compatibility? I mean, shouldn't we be striving to try and implement as much of the latest technology as we can?


I want OpenGL 3.1 compatibility :) ... and the ability to fallback to previous versions.

And I want DOS compatibility and a pony!

Sorry, I'm just playin'.

Anyway, I have in the past brought up a request that bump mapping, parallax mapping and various other texture and graphical effects be implemented and made optional. For those of you paying attention to Connary's thread, he said he's going to do a release soon (finally!). Think how awesome it would be to take his textures, say the ones for the stones on rocks or castles, and make them "pop" with the use of parallax mapping or bump mapping? It'd be awesome right? Yes, yes it would.
Imagine this in OpenMW: http://www.katsbits.com/images/news/oblivion/oblivion_parallax_map_2.jpg

Edit: Also, what about a new editor to take advantage of OpenMW's extended capabilities?
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

PreviousNext

Return to III - Morrowind