OpenMw NewEST Thread

Post » Sat May 28, 2011 12:57 pm

I'll look into including an "optional" combo pack, doing something like this anyway. Might be a good way to get new and other people to play Morrowind again, if they don't have to search around everywhere to improve the graphics :)

But here's a more direct question: Should control expansions be included from the beginning? I.E. more hotkeys, being able to switch sneak between press/hold and toggle? I think it'd be a good idea, just wanted to know if anyone disagreed with me.


don't see why not. people do not have to use them and it aint changing anything.

mods no, small things likes this yes or maybe
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Lizbeth Ruiz
 
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Post » Sat May 28, 2011 5:18 pm

"Should control expansions be included from the beginning? I.E. more hotkeys, being able to switch sneak between press/hold and toggle? I think it'd be a good idea.."

Yes, it IS a good idea!
:tops:
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Claire Mclaughlin
 
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Post » Sat May 28, 2011 10:26 pm

A few things i hope for this, 1 no more CTDS!!! 2. Allow a larger scripting language. 3. Multiple world spaces, like oblivion with the SI
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Tiffany Carter
 
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Post » Sat May 28, 2011 1:50 pm

3. Multiple world spaces, like oblivion with the SI

I also wish for worldspaces with unlimited size and a scrollable unglitchy map. That way we can build all or Nirn, in the same worldspace!
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Ebony Lawson
 
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Post » Sat May 28, 2011 8:34 pm

Multiple World Spaces is desirable, yes precious.
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Emily Rose
 
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Post » Sat May 28, 2011 10:58 am

Multiple World Spaces is desirable, yes precious.


I also mentioned the possibility of including normal maps-perhaps dealt with in a similar manner to Oblivion, which from what I understand scans for copies of existing texture files with an _n extension and automatically applies them as normal maps. I could be totally wrong about how it works and it might indeed be attached to a property within the NIF file which would require some kind of upgraded version of the format to be used (or at least supported-which would be better since that would mean no having to upgrade every single default mesh PLUS mod-added meshes).

So to put it simply if there is a NIF property that adds the normal map to the mesh itself, then that property could be added to for instance a default Morrowind mesh to add a normal map to it. From what I understand there's at least some kind of property for parallax mapping that requires stuff like Qarl's Texture Pack to include modified meshes-so it's possible that there's at least some kind of property that controls how the normal maps work.
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IM NOT EASY
 
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Post » Sat May 28, 2011 2:56 pm

what do you think of my idea of enabling having more actors on the screen?
and also if you plan to implement sitting http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2496 is a mod with animations.
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Danielle Brown
 
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Post » Sat May 28, 2011 8:42 pm

I also mentioned the possibility of including normal maps-perhaps dealt with in a similar manner to Oblivion, which from what I understand scans for copies of existing texture files with an _n extension and automatically applies them as normal maps. I could be totally wrong about how it works and it might indeed be attached to a property within the NIF file which would require some kind of upgraded version of the format to be used (or at least supported-which would be better since that would mean no having to upgrade every single default mesh PLUS mod-added meshes).

So to put it simply if there is a NIF property that adds the normal map to the mesh itself, then that property could be added to for instance a default Morrowind mesh to add a normal map to it. From what I understand there's at least some kind of property for parallax mapping that requires stuff like Qarl's Texture Pack to include modified meshes-so it's possible that there's at least some kind of property that controls how the normal maps work.

I'm not sure on how the normalmaps work myself, but I think that this new engine should support, well more everything if possible, meaning not just NIF's, but OB and Fo3 version Nifs, as well as .obj's and such. This also includes all the "texture extenders" such as normalmaps, glowmaps, proper bumpmaps, paralax maps, etc.

and also if you plan to implement sitting http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2496 is a mod with animations.

Remember: Code vs. Content.
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Marine Arrègle
 
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Post » Sat May 28, 2011 6:54 pm

I'm not sure on how the normalmaps work myself, but I think that this new engine should support, well more everything if possible, meaning not just NIF's, but OB and Fo3 version Nifs, as well as .obj's and such. This also includes all the "texture extenders" such as normalmaps, glowmaps, proper bumpmaps, paralax maps, etc.


Remember: Code vs. Content.


Radiant AI-type features would be neat to have implemented as well, although again similar to the application of things such as normal maps it would be up to modders to utilize the features-and really I suppose all these features can only particularly be worked on once the engine itself is done and work can begin on some kind of variation on the CS (I'm not sure exactly how it'd work-likely the CS would have to either be coded from scratch, or the new features could be applied as a patch (hey, I rhymed!). I'm not entirely sure about the legality of making a patch that adds additional features to the CS would be, but I'd use the MW Code Patch as a precedent of sorts-although this would be a kinda different thing, though.

Also, stuff like normal mapping, seperate world spaces, Radiant AI, etc. that would ultimately exist for modders to utilize themselves in order to improve upon the game still have to be considered as they'd have to be implemented into the engine regardless of whether they're actually utilized by default.

So for instance a sitting animation and a feature that allows you to attach a property to an object that allows you to sit on it would be something that would have to be coded, for instance-although it may be nice to also have all chair objects preset to be sat on, at least by the player (scripting the NPCs to sit down on them could be added by modders).
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Heather Dawson
 
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Post » Sun May 29, 2011 1:25 am

I mentioned this in a thread I made but would it be possible to make the NPCS interact with each other e.g:Talk,fight(not to death),laugh and etc using OpenMw?
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Stacey Mason
 
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Post » Sat May 28, 2011 10:23 pm

I mentioned this in a thread I made but would it be possible to make the NPCS interact with each other e.g:Talk,fight(not to death),laugh and etc using OpenMw?

That would take at least some new AI, possibly animations and voice files too. Apparently OpenMW is supposed to get better frameworks for AI and animation. There hasn't been much talk about AI here lately though, and i wonder if anyone actually has skills up for the task. Adding all the npc schedules would be content creation (a mod for OpenMW) and a huge undertaking as such. Also regarding animations and voice files, those are content, and difficult to do. Not many people have equipment for making animation, and not many people can mimick the voices of TES races. Maybe random talks between npc's could be better made with only subtitles and no voice?
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Sharra Llenos
 
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Post » Sat May 28, 2011 3:18 pm

That would take at least some new AI, possibly animations and voice files too. Apparently OpenMW is supposed to get better frameworks for AI and animation.

AI is done through Monster Script I think, which doesn't look as complex as C/C++, so it should be easy to get the hang of.
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DeeD
 
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Post » Sat May 28, 2011 12:39 pm

...and not many people can mimick the voices of TES races.

I can do male Dunmers and Male Bosmers, that's a start.

I could probably do a few others too, but the main problem is that I have a really bad mike, and I don't have the $$ to get a new one.
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Hussnein Amin
 
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Post » Sun May 29, 2011 1:47 am

That would take at least some new AI, possibly animations and voice files too. Apparently OpenMW is supposed to get better frameworks for AI and animation. There hasn't been much talk about AI here lately though, and i wonder if anyone actually has skills up for the task. Adding all the npc schedules would be content creation (a mod for OpenMW) and a huge undertaking as such. Also regarding animations and voice files, those are content, and difficult to do. Not many people have equipment for making animation, and not many people can mimick the voices of TES races. Maybe random talks between npc's could be better made with only subtitles and no voice?


So you're saying my idea is possible only that we need voices? :shocking:
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Zach Hunter
 
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Post » Sat May 28, 2011 11:57 am

I'm going to point out that it would be possible (given the sheer number of people who would be willing) to have more than 1 voice for each race. In fact having variation in voices (and assigning only one particular variation to any given NPC of course) would be nice.

No more "we're all vocal clones."
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MR.BIGG
 
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Post » Sun May 29, 2011 1:13 am

There's code, there's content, and then there's stuff that is both. If you want to have the ability to sit in Morrowind, you'll need code for that, but you'll also need content (in the form of sitting animation and a replacer for all benches and seats that contain the information needed to get characters to sit on them). Likewise, radiant AI dialogue needs code to support it, but also a lot of content so that the code has something to run.
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Sian Ennis
 
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Post » Sat May 28, 2011 2:50 pm

Hey, I have a good suggestion for you guys, you should include Oblivion's weather system. With it we could finally have genuine unique weather for "Oblivion realm" mods and such, and we could expand on the weather types, so that we could add subtypes and such.

If you need an example on how it works, any of you with OB and the OB cs, just open it up and go to the world menu > weather.

Of course I had an idea for a really cool but complex weather system, but for now, OB's weather system would work with Vanilla MW and is much simpler to make.
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Lawrence Armijo
 
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Post » Sat May 28, 2011 6:50 pm

Ok, newest version of the title screen http://img5.imageshack.us/img5/8205/openmwtitlescreen02smal.jpg
Edit- What it might look like http://img27.imageshack.us/img27/3716/openmwtitlescreenmockup.jpg

Original resolution: 2560x1600, need to add the title still, crop for 4:3, and the actual menu stuff via xml and ect. Speaking of which: everyone liked your original logo better Starwarsguy, any chance of getting that one in a huge resolution, without the drop shadow please?
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Taylrea Teodor
 
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Post » Sun May 29, 2011 1:50 am

Original resolution: 2560x1600, need to add the title still, crop for 4:3, and the actual menu stuff via xml and ect. Speaking of which: everyone liked your original logo better Starwarsguy, any chance of getting that one in a huge resolution, without the drop shadow please?

Argh! My Original logo svcks compared to my new one! Plus, I don't think I can make it bigger without messing it up. Why not just get my animated menu working in there?
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RaeAnne
 
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Post » Sat May 28, 2011 7:44 pm

Argh! My Original logo svcks compared to my new one! Plus, I don't think I can make it bigger without messing it up. Why not just get my animated menu working in there?


A: Most people, including T-brick, seem to disagree, and like your original logo. To each their own.

B: Want to keep the title screen, like much of the rest of OpenMw, something like the original for the initial release. Thus why I made the backgrounds texture/color something akin to the original. I'm sure once it's done you can easily add all the fancy zoomy animated backgrounds you want! In fact you could probably have a background be a realtime render of somewhere in the game itself :)
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Allison Sizemore
 
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Post » Sat May 28, 2011 1:29 pm

I don't know about you, but I don't start a game to look at its menu. :D
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Juan Suarez
 
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Post » Sat May 28, 2011 7:40 pm

I don't know about you, but I don't start a game to look at its menu. :D


Well excuse me for liking graphic design :swear:

But really, I feel the same way :P . I think it looks good, and as long as t-brick and everyone else likes it then I'm good. Time for me to get working on coding anyway. It's been a while since my c++ course and ect. but hopefully I can get SSAO and stuff working.
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CHANONE
 
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Post » Sat May 28, 2011 2:33 pm

Well excuse me for liking graphic design :swear:

But really, I feel the same way :P . I think it looks good, and as long as t-brick and everyone else likes it then I'm good. Time for me to get working on coding anyway. It's been a while since my c++ course and ect. but hopefully I can get SSAO and stuff working.

Well, use the old logo if you want, but PLEASE, PLEASE get your ugly glows out of there, the gold stands out too much, just use the drop shadowed one.
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N Only WhiTe girl
 
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Post » Sun May 29, 2011 2:28 am

Well, use the old logo if you want, but PLEASE, PLEASE get your ugly glows out of there, the gold stands out too much, just use the drop shadowed one.


Ok, fine fine, deal. No outer glow for the bottom text in exchange for the original logo. Why do you dislike shiny so much :sad:
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Kayla Keizer
 
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Post » Sat May 28, 2011 9:35 pm

Ok, fine fine, deal. No outer glow for the bottom text in exchange for the original logo. Why do you dislike shiny so much :sad:

Because it's not very Morrowindy :D .
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James Smart
 
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