A screenshot from Oblivion? nope

Post » Sun Aug 29, 2010 7:42 am

http://img716.imageshack.us/img716/5277/oblivionornot.jpg

I've been working on writing my own engine for various reasons, and I've been using Oblivion resources to fill out the world. And I thought other fans of oblivion might be interested just to see what it looks like.

At this point I'm *approaching* the limit of what I can do to make things look nicer while still using randomly placed objects. So I was thinking about figuring out how to parse oblivion grid layouts. While the layout seems fairly simple, (http://www.uesp.net/text.shtml?morrow/tech/mw_esm.txt) I haven't been able to figure out how the oblivion engine references objects. Ultimately what I would like to do is be able to parse through a Unique landscapes esp extracting all the world data so that I could have a real environment to continue to develop with instead of just the randomly generated objects I currently have. I suspect it might involve parsing through every ESP in some manner... which just seems out of the question, so I sorta think investing time into this is an ultimately fruitless adventure.

Anyone have any ideas or suggestions? The thing I would love most would be for some generic world exporter to already exist which parses the data and spits out file(s) that have actual filename references instead of just numerical references. (similar to nifscope exporting .obj/.mtl files.
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Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Sun Aug 29, 2010 12:47 pm

http://img716.imageshack.us/img716/5277/oblivionornot.jpg

I've been working on writing my own engine for various reasons, and I've been using Oblivion resources to fill out the world. And I thought other fans of oblivion might be interested just to see what it looks like.

At this point I'm *approaching* the limit of what I can do to make things look nicer while still using randomly placed objects. So I was thinking about figuring out how to parse oblivion grid layouts. While the layout seems fairly simple, (http://www.uesp.net/text.shtml?morrow/tech/mw_esm.txt) I haven't been able to figure out how the oblivion engine references objects. Ultimately what I would like to do is be able to parse through a Unique landscapes esp extracting all the world data so that I could have a real environment to continue to develop with instead of just the randomly generated objects I currently have. I suspect it might involve parsing through every ESP in some manner... which just seems out of the question, so I sorta think investing time into this is an ultimately fruitless adventure.

Anyone have any ideas or suggestions? The thing I would love most would be for some generic world exporter to already exist which parses the data and spits out file(s) that have actual filename references instead of just numerical references. (similar to nifscope exporting .obj/.mtl files.

So you are making a new engine for oblivion,if you are how will the game be better in any way.
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Solina971
 
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Joined: Thu Mar 29, 2007 6:40 am

Post » Sun Aug 29, 2010 10:17 am

Anyone have any ideas or suggestions?


I think I speak in the name of all community when I say...

...please, make it as crash-free as possible! :D

Also, some sort of very simple AI, to be able to create massive battles would be appreciated.
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teeny
 
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Joined: Sun Feb 25, 2007 1:51 am

Post » Sun Aug 29, 2010 3:52 am

Now I get this and please add these few things 1.optimize the engine:it's 2010 almost everybody should be able to run oblivion on high settings but bethesda didn't optimize it 2.mod support:If this engine doesn't have mod support almost nobody is going to download this 3.better ai:the ai in oblivion was going to be great but bethesda left most of it out because of buggs.
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John Moore
 
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Joined: Sun Jun 10, 2007 8:18 am

Post » Sun Aug 29, 2010 5:30 am

I am closing this for a while as I need to check out whether it is permissible to use Oblivion assets with a different engine.
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Bellismydesi
 
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