https://wiki.openmw.org/api.php?action=feedcontributions&user=Lamoot&feedformat=atomOpenMW Wiki - User contributions [en]2024-03-29T01:45:41ZUser contributionsMediaWiki 1.39.3https://wiki.openmw.org/index.php?title=Main_Page&diff=5432Main Page2022-05-20T18:47:33Z<p>Lamoot: /* User Documentation */</p>
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<tr><td width="33%" align="center" valign="middle"><br />
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===[[Mod_status| Morrowind Mod Compatibility Status]]===<br />
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</td><td align="center" valign="middle"><br />
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===[https://openmw.org/faq/ Frequently Asked Questions (FAQ)]===<br />
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</td><td width="33%" align="center" valign="middle"><br />
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===[[Contribution Wanted]]===<br />
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===OpenMW===<br />
</div><br />
<br />
* [https://openmw.org/ The Blog]<br />
* [[Project_History|Project History]]<br />
* [[Screenshots]]<br />
* [https://openmw.org/media/ Videos]<br />
* [[Web Presence]]<br />
* [[Wishlist]]<br />
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<div style="padding-left: 8px;"><br />
===Latest Releases===<br />
</div><br />
<br />
* [https://openmw.org/2021/openmw-0-47-0-released/ OpenMW 0.47.0] (November 04, 2021)<br />
* Unreleased builds - These replaced our nightlies and are rebuilt with every merge to master<br />
** [https://openmw.org/linux-dev.zip GNU/Linux]<br />
** [https://openmw.org/macos-dev.zip macOS]<br />
** [https://openmw.org/windows-dev.zip Windows Engine], [https://openmw.org/cs-windows-dev.zip OpenMW-CS]<br />
* [https://openmw.org/downloads/ Other download methods]<br />
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<div style="padding-left: 8px;"><br />
<br />
===Getting Started===<br />
</div><br />
<br />
* [https://forum.openmw.org/ Official Forums]<br />
* [[Installation Instructions]]<br />
* [https://gitlab.com/help GitLab's help]<br />
* [https://gitlab.com/OpenMW/openmw/ OpenMW source at GitLab]<br />
* [[Testing | Testing the game]]<br />
* [[Contribution_Wanted | How to contribute]]<br />
* [[Bug_Reporting_Guidelines | Bug Reporting Guidelines]]<br />
* [http://bugs.openmw.org/projects/openmw/issues?utf8=%E2%9C%93&set_filter=1&f%5B%5D=status_id&op%5Bstatus_id%5D=%3D&v%5Bstatus_id%5D%5B%5D=7&f%5B%5D=tracker_id&op%5Btracker_id%5D=%3D&v%5Btracker_id%5D%5B%5D=1&f%5B%5D=&c%5B%5D=project&c%5B%5D=tracker&c%5B%5D=status&c%5B%5D=priority&c%5B%5D=subject&c%5B%5D=assigned_to&c%5B%5D=updated_on&group_by=tracker Known Issues]<br />
* [[Features| OpenMW-exclusive features]]<br />
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<div style="padding-left: 8px;"><br />
<br />
===Development===<br />
</div><br />
<br />
* [[Developer Reference]]<br />
* [[Policies and Standards]] - required read for developers<br />
* [https://gitlab.com/OpenMW/openmw/issues Issue Tracker]<br />
* [https://openmw.github.io Source documentation]<br />
* [[Development Environment Setup]]<br />
* [[Research]]<br />
* [https://openmw.org/the-team/ The Team]<br />
* [[Release Process]]<br />
* [[Profiling]]<br />
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===User Documentation===<br />
</div><br />
<br />
* [https://openmw.readthedocs.io/en/latest/reference/modding/index.html Mod installation] - Some tips for installing Morrowind mods <br />
* [http://openmw.readthedocs.io/en/latest/reference/modding/settings/index.html Settings] - Documents the OpenMW settings file, including hidden settings not configurable in-game<br />
* [https://openmw.readthedocs.io/en/latest/reference/modding/custom-models/index.html Custom Models] - How to export your own 3D assets from Blender and use them in OpenMW<br />
* [https://openmw.readthedocs.io/en/latest/reference/modding/font.html Fonts] - How to use custom TrueType fonts<br />
* [https://openmw.readthedocs.io/en/latest/reference/modding/texture-modding/index.html TextureModding] - Information on texture mapping techniques<br />
* [[OpenMW-CS_Manual | OpenMW-CS]] - Using the Construction Set<br />
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<div style="padding-left: 8px;"><br />
<br />
===Other Resources===<br />
</div><br />
<br />
* [http://www.uesp.net/wiki/Morrowind:Morrowind The Unofficial Morrowind Wiki Pages] - a wiki with extensive information about Morrowind.<br />
* [https://www.youtube.com/watch?v=oEj02vszkEc Morrowind Video Review by Gamespot]<br />
* [http://bethblog.com/ Bethesda Blog] - Blog produced by the developers of Morrowind<br />
* [http://store.steampowered.com/app/22320/ Purchase Morrowind on Steam]<br />
* [https://www.gog.com/game/the_elder_scrolls_iii_morrowind_goty_edition Purchase Morrowind on GOG]<br />
* [[OpenMW at SCaLE 12x]] - 21 Feb 2014, Los Angeles, CA, USA<br />
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<div style="padding-left: 12px;"><br />
[[Special:AllPages|{{NUMBEROFPAGES}} Pages]] - Please help by contributing!<br />
</div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=3116User:Lamoot2017-04-19T10:02:22Z<p>Lamoot: /* Top Level Records */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
[[File:Top level records.png]]<br />
* Attribute<br />
* Birth sign<br />
* Body part<br />
* Cell<br />
* Class<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, regular<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Faction<br />
* Filter<br />
* Global Variable<br />
* GMST<br />
* Land (terrain heightmap)<br />
* Land Texture<br />
* Magic Effect<br />
* Pathgrid<br />
* Race<br />
* Region<br />
* Script<br />
* Skill<br />
* Sound<br />
* Sound generator<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
[[File:Edit record.png]]<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (revert)<br />
* Edit (preview)<br />
* Previous<br />
* Next<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=3115User:Lamoot2017-04-19T10:01:25Z<p>Lamoot: /* Top Level Records */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
[[File:Top level records.png]]<br />
* Attribute<br />
* Birth sign<br />
* Body part<br />
* Cell<br />
* Class<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, regular<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Faction<br />
* Filter<br />
* Global Variable<br />
* GMST<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Race<br />
* Region<br />
* Script<br />
* Skill<br />
* SoundGen<br />
* Sound<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
[[File:Edit record.png]]<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (revert)<br />
* Edit (preview)<br />
* Previous<br />
* Next<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=3114User:Lamoot2017-04-19T10:00:53Z<p>Lamoot: /* Top Level Records */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
[[File:Top level records.png]]<br />
* Attribute<br />
* Birth sign<br />
* Body part<br />
* Cell<br />
* Class<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Faction<br />
* Filter<br />
* Global Variable<br />
* GMST<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Race<br />
* Region<br />
* Script<br />
* Skill<br />
* SoundGen<br />
* Sound<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
[[File:Edit record.png]]<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (revert)<br />
* Edit (preview)<br />
* Previous<br />
* Next<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=3113User:Lamoot2017-04-19T10:00:02Z<p>Lamoot: /* Top Level Records */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
[[File:Top level records.png]]<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
[[File:Edit record.png]]<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (revert)<br />
* Edit (preview)<br />
* Previous<br />
* Next<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:Top_level_records.png&diff=3112File:Top level records.png2017-04-19T09:59:27Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2943User:Lamoot2017-02-04T20:13:31Z<p>Lamoot: /* Editing */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
[[File:Edit record.png]]<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (revert)<br />
* Edit (preview)<br />
* Previous<br />
* Next<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2942User:Lamoot2017-02-04T20:12:47Z<p>Lamoot: /* Editing */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
[[File:Edit record.png]]<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
* Next<br />
* Previous<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:Edit_record.png&diff=2941File:Edit record.png2017-02-04T20:12:35Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2940User:Lamoot2017-02-04T20:11:59Z<p>Lamoot: /* Referenceables */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
[[File:Referenceables types.png]]<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
* Next<br />
* Previous<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:Referenceables_types.png&diff=2939File:Referenceables types.png2017-02-04T20:11:16Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2938User:Lamoot2017-02-04T20:09:58Z<p>Lamoot: /* Referenceables */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Book<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
* Next<br />
* Previous<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2928User:Lamoot2017-01-08T14:27:56Z<p>Lamoot: /* Editing */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
* Next<br />
* Previous<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2923User:Lamoot2017-01-07T20:14:16Z<p>Lamoot: /* Resources */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
[[File:Resource types.png]]<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:Resource_types.png&diff=2922File:Resource types.png2017-01-07T20:13:54Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2921User:Lamoot2017-01-07T20:13:10Z<p>Lamoot: /* Modified */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
[[File:Modified list.png]]<br />
* Base<br />
* Added<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:Modified_list.png&diff=2920File:Modified list.png2017-01-07T20:12:34Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=File:Removed_list.png&diff=2919File:Removed list.png2017-01-07T20:07:16Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2918User:Lamoot2017-01-07T18:54:16Z<p>Lamoot: /* Resources */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Texture<br />
* Icons<br />
* Sound<br />
* Music<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2917User:Lamoot2017-01-05T13:01:34Z<p>Lamoot: /* Top Level Records */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Factions<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2916User:Lamoot2017-01-05T10:42:54Z<p>Lamoot: /* Referenceables */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool)<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2915User:Lamoot2017-01-05T10:37:16Z<p>Lamoot: /* 3D View Helpers */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Coordinates<br />
*Arrows<br />
*Cell limit<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2914User:Lamoot2017-01-05T10:36:51Z<p>Lamoot: /* 3D View Helpers */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Cell limit<br />
*Arrows<br />
*Coordinates<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2913User:Lamoot2017-01-05T10:36:24Z<p>Lamoot: Added icon preview for finished icons</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
[[File:3d lighting.png]]<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
[[File:3d display.png]]<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
[[File:3d_helpers.png]]<br />
*Terrain<br />
*Cell limit<br />
*Arrows<br />
*Coordinates<br />
<br />
=3D View Editing Modes=<br />
[[File:3d_editing.png]]<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
[[File:3d instance editing.png]]<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:3d_lighting.png&diff=2912File:3d lighting.png2017-01-05T10:35:24Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=File:3d_instance_editing.png&diff=2911File:3d instance editing.png2017-01-05T10:34:20Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=File:3d_helpers.png&diff=2910File:3d helpers.png2017-01-05T10:33:54Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=File:3d_editing.png&diff=2909File:3d editing.png2017-01-05T10:33:19Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=File:3d_display.png&diff=2908File:3d display.png2017-01-05T10:32:24Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2907User:Lamoot2017-01-05T10:31:41Z<p>Lamoot: /* 3D View Camera Modes */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
[[File:3d_camera.png]]<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
*Terrain<br />
*Cell limit<br />
*Arrows<br />
*Coordinates<br />
<br />
=3D View Editing Modes=<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=File:3d_camera.png&diff=2906File:3d camera.png2017-01-05T10:31:04Z<p>Lamoot: </p>
<hr />
<div></div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2905User:Lamoot2017-01-05T10:18:32Z<p>Lamoot: </p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=3D View Camera Modes=<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=3D View Lighting Modes=<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=3D View Display=<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=3D View Helpers=<br />
*Terrain<br />
*Cell limit<br />
*Arrows<br />
*Coordinates<br />
<br />
=3D View Editing Modes=<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=3D View Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=3D View Instance Editing=<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2904User:Lamoot2017-01-05T10:16:18Z<p>Lamoot: </p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=Render Window Camera Modes=<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=Render Window Lighting Modes=<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=Render Window Display=<br />
*Terrain<br />
*Water<br />
*Instance<br />
*Pathgrid<br />
*Fog<br />
<br />
=Render Window Helpers=<br />
*Terrain<br />
*Cell limit<br />
*Arrows<br />
*Coordinates<br />
<br />
=Render Window Editing Modes=<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement<br />
<br />
=Render Window Something?=<br />
*centered cube<br />
*cube corner to corner<br />
*centered sphere<br />
<br />
=Render Window Instance Editing=<br />
*Move<br />
*Rotate<br />
*Scale</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2903User:Lamoot2017-01-05T10:10:33Z<p>Lamoot: /* Render Window Editing Modes */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=Render Window Lighting Modes=<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=Render Window Camera Modes=<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=Render Window Editing Modes=<br />
*Instance editing<br />
*Pathgrid editing<br />
*Terrain shape editing<br />
*Terrain texture editing<br />
*Terrain vertex paint editing<br />
*Terrain movement</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2902User:Lamoot2017-01-05T10:09:38Z<p>Lamoot: /* Top Level Records */</p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
=Referenceables=<br />
<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=Render Window Lighting Modes=<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=Render Window Camera Modes=<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=Render Window Editing Modes=<br />
* ???</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2901User:Lamoot2017-01-05T10:09:19Z<p>Lamoot: </p>
<hr />
<div>A page listing of the icons needed for OpenMW-CS. Here is where I keep progress of this project:<br />
https://forum.openmw.org/viewtopic.php?f=7&t=3864<br />
<br />
=Top Level Records=<br />
<br />
* Attribute<br />
* Birthsigns<br />
* Body part<br />
* Classes<br />
* Cell<br />
* Dialogue Topic<br />
* Dialogue Topic, greeting<br />
* Dialogue Topic, info<br />
* Dialogue Topic, journal<br />
* Dialogue Topic, persuasion<br />
* Dialogue Topic, voice<br />
* Enchantment<br />
* Fations<br />
* Filter<br />
* Global Variables<br />
* GMSTs<br />
* Land (terrain heightmap)<br />
* Land Textures<br />
* Magic Effects<br />
* Pathgrid<br />
* Races<br />
* Regions<br />
* Scripts<br />
* Skills<br />
* SoundGen<br />
* Sounds<br />
* Spell<br />
* Version information (TES3)<br />
<br />
<br />
=Referenceables=<br />
<br />
* Activator<br />
* Apparatus (alchemy tool<br />
* Armor<br />
* Clothing<br />
* Container<br />
* Creature<br />
* Door<br />
* Ingredient<br />
* Levelled Item<br />
* Levelled Creature<br />
* Light source<br />
* Lockpick<br />
* Misc<br />
* NPC<br />
* Potion<br />
* Probe<br />
* Repair Tool<br />
* Static<br />
* Weapon<br />
* Book<br />
<br />
=Resources=<br />
<br />
* Mesh<br />
* Sound file<br />
* Texture<br />
* Icons<br />
* Music file<br />
* Video<br />
<br />
=Modified=<br />
<br />
* Added<br />
* Base<br />
* Modified<br />
* Removed<br />
<br />
=Editing=<br />
<br />
* Add<br />
* Edit (clone)<br />
* Edit (delete)<br />
* Edit (preview)<br />
* Edit (undo)<br />
<br />
=Render Window Lighting Modes=<br />
* Daytime<br />
* Nighttime<br />
* Bright lights<br />
<br />
=Render Window Camera Modes=<br />
* First Person<br />
* Free Camera<br />
* Orbiting<br />
<br />
=Render Window Editing Modes=<br />
* ???</div>Lamoothttps://wiki.openmw.org/index.php?title=User:Lamoot&diff=2900User:Lamoot2017-01-05T10:02:27Z<p>Lamoot: A page to keep progress of the new editor icons</p>
<hr />
<div>New Icons ToDo</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2689Native Mesh Format2016-05-07T10:01:51Z<p>Lamoot: /* Model's rotation */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Installing the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
The model needs to be at 0,0,0 coordinates in Blender, as this is where its origin will always be when exported. If the model is offset from 0,0,0 in Blender, it will be offset from its origin in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW<br />
*Blender's Y axis is front axis in OpenMW<br />
*Blender's X axis is left-right axis in OpenMW<br />
*Visual rotation is taken into account when exporting<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. The scale does not need to be applied, the exporter will always use the visual scale of the model. However, 70 is an odd number to work with so here's an alternative workflow:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2688Native Mesh Format2016-05-07T09:50:52Z<p>Lamoot: /* Installing the OSG exporter */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Installing the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
The model needs to be at 0,0,0 coordinates in Blender, as this is where its origin will always be when exported. If the model is offset from 0,0,0 in Blender, it will be offset from its origin in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. The scale does not need to be applied, the exporter will always use the visual scale of the model. However, 70 is an odd number to work with so here's an alternative workflow:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2687Native Mesh Format2016-05-07T09:50:23Z<p>Lamoot: /* Installing the exporter */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Installing the OSG exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
The model needs to be at 0,0,0 coordinates in Blender, as this is where its origin will always be when exported. If the model is offset from 0,0,0 in Blender, it will be offset from its origin in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. The scale does not need to be applied, the exporter will always use the visual scale of the model. However, 70 is an odd number to work with so here's an alternative workflow:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2686Native Mesh Format2016-05-07T09:50:06Z<p>Lamoot: /* Install the exporter */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Installing the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
The model needs to be at 0,0,0 coordinates in Blender, as this is where its origin will always be when exported. If the model is offset from 0,0,0 in Blender, it will be offset from its origin in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. The scale does not need to be applied, the exporter will always use the visual scale of the model. However, 70 is an odd number to work with so here's an alternative workflow:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2685Native Mesh Format2016-05-07T09:48:51Z<p>Lamoot: /* Model's scale */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
The model needs to be at 0,0,0 coordinates in Blender, as this is where its origin will always be when exported. If the model is offset from 0,0,0 in Blender, it will be offset from its origin in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. The scale does not need to be applied, the exporter will always use the visual scale of the model. However, 70 is an odd number to work with so here's an alternative workflow:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2684Native Mesh Format2016-05-07T09:46:13Z<p>Lamoot: /* Model's location */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
The model needs to be at 0,0,0 coordinates in Blender, as this is where its origin will always be when exported. If the model is offset from 0,0,0 in Blender, it will be offset from its origin in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2683Native Mesh Format2016-05-07T09:38:39Z<p>Lamoot: /* Prerequisites */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 or later (commit e62470d67411c665231162959c764c27f4f19e2e)<br />
* Blender 2.60 or later<br />
* OSG exporter add-on for Blender<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
When exporting, the model needs to be at 0,0,0 coordinates in Blender, as that's where its origin will always be. If the model is away from 0,0,0 it will be offset in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2682Native Mesh Format2016-05-06T13:03:56Z<p>Lamoot: /* Install the exporter */</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 (commit e62470d67411c665231162959c764c27f4f19e2e) or later<br />
* Blender 2.6x or later<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the [https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true OSG export script]<br />
* Open Blender and go to ''File'' -> ''User Preferences''<br />
* Select ''Add-ons'' -> ''Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the add-on to enable it<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File'' -> ''Export'' menu.<br />
<br />
= Model's location =<br />
<br />
When exporting, the model needs to be at 0,0,0 coordinates in Blender, as that's where its origin will always be. If the model is away from 0,0,0 it will be offset in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2681Native Mesh Format2016-05-06T13:01:14Z<p>Lamoot: link to OpenMW 0.38 in the intro</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW version 0.38] we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 (commit e62470d67411c665231162959c764c27f4f19e2e) or later<br />
* Blender 2.6x or later<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the osg export script: https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true<br />
* Open Blender and go to ''File -> User Preferences''<br />
* Select ''Addons -> Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the addon<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File -> Export'' menu.<br />
<br />
= Model's location =<br />
<br />
When exporting, the model needs to be at 0,0,0 coordinates in Blender, as that's where its origin will always be. If the model is away from 0,0,0 it will be offset in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Main_Page&diff=2680Main Page2016-05-06T12:59:04Z<p>Lamoot: /* User Documentation */</p>
<hr />
<div>__NOTOC__<br />
<br />
{| width="100%"<br />
| width="100%" valign="top" |<br />
<br />
<div style="border-top: 1px dotted #568dac; border-bottom: 1px dotted #568dac; padding-bottom: 8px;"><br />
<table style="width: 100%; padding: 0; margin: 0; height: 100%;"><br />
<tr><td width="33%" align="center" valign="middle"><br />
<br />
===[[Mod_status| Morrowind Mod Compatibility Status]]===<br />
<br />
</td><td align="center" valign="middle"><br />
<br />
===[https://openmw.org/faq/ Frequently Asked Questions (FAQ)]===<br />
<br />
</td><td width="33%" align="center" valign="middle"><br />
<br />
===[[Contribution Wanted]]===<br />
<br />
</td></tr><br />
</table><br />
</div><br />
<br />
|}<br />
<br />
{| width="100%"<br />
| width="50%" valign="top" |<br />
<br />
<div style="padding-left: 8px;"><br />
===OpenMW===<br />
</div><br />
<br />
* [https://openmw.org/downloads/ Download]<br />
* [https://openmw.org/ The Blog]<br />
* [[Project_History|Project History]]<br />
* [[Screenshots]]<br />
* [https://openmw.org/media/ Videos]<br />
* [[Web Presence]]<br />
* [[Wishlist]]<br />
<br />
| width="50%" valign="top" |<br />
<div style="padding-left: 8px;"><br />
===Latest Releases===<br />
</div><br />
<br />
* [https://openmw.org/2016/openmw-0-39-0-released/ OpenMW 0.39.0] (April 16, 2016)<br />
* [https://openmw.org/2016/openmw-0-38-0-released/ OpenMW 0.38.0] (January 22, 2016)<br />
* [https://openmw.org/2015/openmw-0-37-released/ OpenMW 0.37.0] (November 30, 2015)<br />
* [https://openmw.org/2015/openmw-maintenance-version-0-36-1-released/ OpenMW 0.36.1] (June 5, 2015)<br />
* [https://openmw.org/2015/openmw-0-36-0-released/ OpenMW 0.36.0] (May 29, 2015)<br />
* [https://openmw.org/2015/openmw-0-35-1-released/ OpenMW 0.35.1] (March 15, 2015)<br />
* [https://openmw.org/2015/openmw-0-35-0-released/ OpenMW 0.35.0] (February 16, 2015)<br />
<br />
|}<br />
<br />
<div style="border-bottom: 1px dotted #568dac; margin: 0; padding: 0 3px 12px 3px; width: 100%;"></div><br />
<br />
{| width="100%"<br />
| width="50%" valign="top" |<br />
<br />
<div style="margin: 0; padding: 0 3px 0 3px;"><br />
<br />
<div style="padding-left: 8px;"><br />
<br />
===Getting Started===<br />
</div><br />
<br />
* [https://forum.openmw.org/ Official Forums]<br />
* [[Installation Instructions]]<br />
* [https://help.github.com/ Github's help]<br />
* [https://github.com/OpenMW/openmw OpenMW source at GitHub]<br />
* [[Testing | Testing the game]]<br />
* [[Contribution_Wanted | How to contribute]]<br />
* [[Bug_Reporting_Guidelines | Bug Reporting Guidelines]]<br />
* [http://bugs.openmw.org/projects/openmw/issues?utf8=%E2%9C%93&set_filter=1&f%5B%5D=status_id&op%5Bstatus_id%5D=%3D&v%5Bstatus_id%5D%5B%5D=7&f%5B%5D=tracker_id&op%5Btracker_id%5D=%3D&v%5Btracker_id%5D%5B%5D=1&f%5B%5D=&c%5B%5D=project&c%5B%5D=tracker&c%5B%5D=status&c%5B%5D=priority&c%5B%5D=subject&c%5B%5D=assigned_to&c%5B%5D=updated_on&group_by=tracker Known Issues]<br />
* [[Features| OpenMW-exclusive features]]<br />
<br />
</div><br />
<br />
| width="50%" valign="top" |<br />
<div style="margin: 0; padding: 0 3px 0 3px;"><br />
<br />
<div style="padding-left: 8px;"><br />
<br />
===Development===<br />
</div><br />
<br />
* [[Developer Reference]]<br />
* [[Policies and Standards]] - required read for developers<br />
* [http://bugs.openmw.org/projects/openmw Issue Tracker]<br />
* [http://wojciech-mueller.de/openmw_doc/html/index.html Source documentation]<br />
* [[Development Environment Setup]]<br />
* [[Research]]<br />
* [https://openmw.org/the-team/ The Team]<br />
* [[Release Process]]<br />
* [[Profiling]]<br />
<br />
</div><br />
|}<br />
<br />
<div style="border-bottom: 1px dotted #568dac; margin: 0; padding: 0 3px 12px 3px; width: 100%;"></div><br />
<br />
{| width="100%"<br />
| width="50%" valign="top" |<br />
<br />
<div style="padding-left: 8px;"><br />
<br />
===User Documentation===<br />
</div><br />
<br />
* [[Mod installation]] - Some tips for installing Morrowind mods <br />
* [[Settings]] - Documents the OpenMW settings file, including hidden settings not configurable in-game<br />
* [[Native Mesh Format]] - How to export a model from Blender into OpenMW<br />
* [[Fonts]] - How to use custom TrueType fonts<br />
* [[TextureModding]] - Information on texture mapping techniques<br />
<br />
| width="50%" valign="top" |<br />
<div style="margin: 0; padding: 0 3px 12px 3px;"><br />
<br />
<div style="padding-left: 8px;"><br />
<br />
===Other Resources===<br />
</div><br />
<br />
* [http://www.uesp.net/wiki/Morrowind:Morrowind The Unofficial Morrowind Wiki Pages] - a wiki with extensive information about Morrowind.<br />
* [https://www.youtube.com/watch?v=oEj02vszkEc Morrowind Video Review by Gamespot]<br />
* [http://bethblog.com/ Bethesda Blog] - Blog produced by the developers of Morrowind<br />
* [http://store.steampowered.com/app/22320/ Purchase Morrowind] - available from Steam<br />
* [[OpenMW at SCaLE 12x]] - 21 Feb 2014, Los Angeles, CA, USA<br />
* [http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Experiences%3AOpenMW Experience with Ogre3D (Ogre Wiki)]<br />
</div><br />
|}<br />
<br />
<div style="border-bottom: 1px dotted #568dac; margin: 0; padding: 0x 3px 12px 3px; width: 100%;"></div><br />
<br />
<div style="padding-left: 12px;"><br />
[[Special:AllPages|{{NUMBEROFPAGES}} Pages]] - Please help by contributing!<br />
</div></div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2679Native Mesh Format2016-05-06T12:55:12Z<p>Lamoot: /* Model's location */ small typo</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with OpenMW version 0.38, we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 (commit e62470d67411c665231162959c764c27f4f19e2e) or later<br />
* Blender 2.6x or later<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the osg export script: https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true<br />
* Open Blender and go to ''File -> User Preferences''<br />
* Select ''Addons -> Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the addon<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File -> Export'' menu.<br />
<br />
= Model's location =<br />
<br />
When exporting, the model needs to be at 0,0,0 coordinates in Blender, as that's where its origin will always be. If the model is away from 0,0,0 it will be offset in the exported file as well.<br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2678Native Mesh Format2016-05-06T12:54:04Z<p>Lamoot: more straightforward prerequisites</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with OpenMW version 0.38, we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW 0.38 (commit e62470d67411c665231162959c764c27f4f19e2e) or later<br />
* Blender 2.6x or later<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the osg export script: https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true<br />
* Open Blender and go to ''File -> User Preferences''<br />
* Select ''Addons -> Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the addon<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File -> Export'' menu.<br />
<br />
= Model's location =<br />
<br />
When exporting, the model needs to be at 0,0,0 coordinates in Blender, as that's there its origin will always be when exported. If the model is away from 0,0,0 it will be offset in the exported file as well. <br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoothttps://wiki.openmw.org/index.php?title=Native_Mesh_Format&diff=2677Native Mesh Format2016-05-06T12:52:48Z<p>Lamoot: Intro minor reorganization</p>
<hr />
<div>This article explains how to export a model from Blender to OpenMW using the OSG model format. Starting with OpenMW version 0.38, we can utilize the OSG native model format. The OSG model format doesn't yet support all the features that NIF's support, but works for basic models. For more details on the format, refer to [https://forum.openmw.org/viewtopic.php?f=20&t=2949&p=35514#p35514 this forum post].<br />
<br />
Previously, NIF files were the only way to get models into the game. Unfortunately, the NIF format is proprietary, bloated, and the available exporters are not in a great shape. For example, the Blender NIF exporter currently only works with the very old Blender 2.49.<br />
<br />
= Prerequisites =<br />
<br />
* OpenMW commit e62470d67411c665231162959c764c27f4f19e2e or later<br />
* Blender 2.6x (any version of 2.6 should work)<br />
* A Blender model you would like to export<br />
<br />
= Install the exporter =<br />
<br />
* Download the osg export script: https://github.com/openmw/osgexport/blob/release/blender-2.5/build/osgexport-0.14.2.zip?raw=true<br />
* Open Blender and go to ''File -> User Preferences''<br />
* Select ''Addons -> Install from File'', then select the downloaded .zip <br />
* Enter "osg" into the search bar, then tick the checkbox next to the addon<br />
* Now click ''Save user setting'' so the exporter stays enabled when you re-start Blender<br />
<br />
You can now export your models using the ''OSG model (osgt)'' entry in the ''File -> Export'' menu.<br />
<br />
= Model's location =<br />
<br />
When exporting, the model needs to be at 0,0,0 coordinates in Blender, as that's there its origin will always be when exported. If the model is away from 0,0,0 it will be offset in the exported file as well. <br />
<br />
= Model's rotation =<br />
<br />
*Blender's Z axis is up axis in OpenMW.<br />
*Blender's X axis is...<br />
*Blender's Y axis is...<br />
(ToDo : check about left-right and front-back axis)<br />
<br />
= Model's scale =<br />
<br />
Blender:OpenMW model scale is 70:1 which means 70 Blender units (BU) translate into 1m in OpenMW. Using this scale, any models you make will fit with the existing ones. However, 70 is an odd number to work with so here's a preferred workflow for new models:<br />
* In Blender, use a scale of 1BU = 1m which is a nice scale and ratio to work with. Have all models use this scale.<br />
* Before exporting a model, scale it up by a factor of 70.<br />
* After exporting, undo the model's scale change and continue working as normal (in the future a preferable way would be to apply the scale through the exporter)<br />
<br />
= Putting the model in-game =<br />
<br />
Place the exported model in the ''Meshes'' sub-folder of a data folder recognized by the game, e.g. the Morrowind ''Data Files'' folder, or the local data folder ($HOME/.local/share/openmw/data on Linux). Place all required textures in the Textures sub-folder. Now start OpenMW-CS, create a new addon file and you should see your mesh in the ''Assets -> Meshes'' table. Go ahead and make some object use your mesh. You can now preview by right clicking on the object -> Preview to see what the mesh will look like.<br />
<br />
<gallery><br />
File:Buddha_opencs.png|Model preview in OpenMW-CS<br />
File:Buddha_openmw.png|Model in-game<br />
</gallery><br />
<br />
= Converting the model to binary =<br />
<br />
When the model behaves to our liking, we can think about converting it from the "osgt" text format to the "osgb" binary format so that it's smaller in size - and thus faster to load.<br />
<br />
To do this, simply invoke the osgconv tool. This tool should be included with your distribution of OpensceneGraph.<br />
<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgt model.osgb<br />
</pre><br />
<br />
Of course, you can convert the binary model back to text format as well:<br />
<pre><br />
osgconv -O WriteImageHint=UseExternal model.osgb model.osgt<br />
</pre><br />
<br />
<br />
Note the use of ''-O WriteHint=UseExternal'' option. Enabling this option is desirable because it keeps the textures as external file references, rather than embedding the textures within the model file. Embedded textures have disadvantages such as being hard to inspect, and impossible to share between model files.<br />
<br />
= Using shaders / normal maps =<br />
<br />
See [[TextureModding#OSG_native_files]].<br />
<br />
= Conclusion =<br />
<br />
These are the basics of getting a textured, static model from Blender into the game. In the future, we will want a way to add texture animations, skeletal animations, separate collision shapes, and some other features that are currently only available via NIF files. We will likely add these features to the native OSG format after OpenMW 1.0.</div>Lamoot