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Well, I have good news: I've

Prior Updates: https://tesrenewal.com/comment/85623#comment-85623

Update 6:
Well, I have good news: I've reached the symbolic milestone of finally generating a TES4 header that does not crash TES4Edit or Wrye Bash.  It feels good to see that my months of effort trying to figure out OpenMW and ESM3 and ESM4 file formats is starting to show results.  I'm probably still months away from producing a usable ESM, but every failure or crash is one step closer to a working solution.

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Nice! I'm working on a

Nice! I'm working on a replacer esp to replace TR's armor with slightly retextured and/or recolored Vvardenfellimports stuff.

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I'll be posting a .zip

I'll be posting a .zip containing replacement _n.dds files to overwrite the generator's blanks with later today, as well as a tweaked texturereplace.ini to substitute some of the TR textures with suitable Oblivion ones. I just need to make sure it works!

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Surprise: I was able to do

Prior Updates: https://tesrenewal.com/comment/85658#comment-85658

UPDATE 7:
Surprise: I was able to do some hardcoding and major hackery of my WIP exporter to convert the missing leveled lists and corresponding references to a working TES4 compatible ESM.  Here is a new addon for TR_Mainland.esp and TR_Preview.esp that adds 3500+ leveled creature references.

The 7zip file also contains the original TR_Mainland_Creatures.esp, but I recommend you replace it with the mesh/texture replacer from Puddles.  You need to load all 3 files + TR_Mainland + TR_Preview.  The latest source-code for the exporter is posted to Github under the "hardcoded-hack-LVLC" branch: https://github.com/ponyrider0/openmw/tree/hardcoded-hack-LVLC

Also NOTE: you will need to use a bashed patch and set the C.Lighting and other C.* tags for TR_Mainland.esp and TR_Preview.esp.  This is because the creature references can't exist in a vacuum -- I had to create them in dummy CELLS, but I have not implemented the export functions for the Lighting subrecords for CELLs yet.  So there is literally no light when entering interior CELLs in Tamriel Rebuilt unless you BashPatch to preserve these subrecords so they aren't over-written by the Creatures addons.

Puddles Mesh/Texture Replacer for TR Creatures: https://tesrenewal.com/comment/85632#comment-85632

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File tr_creatures_addon.7z189.19 KB
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Yaaay! Now I just need to

Yaaay! Now I just need to finish sorting my Bashed installer setup so I can play again. x.x

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Okay so I've only done a bit

Okay so I've only done a bit of exploring, but the the two add-on .esps do appear to be populating the worldspace correctly. I'm noticing a lot of meshes that have really wonky specular lighting that need to be fixed manually, though. Oblivion and Morrowind handle lighting so differently. X_X

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So. It turns out that trying

So. It turns out that trying to generate Morrowind's .lod files from scratch with the TR plugins enabled is a terrible idea and makes all of the world space pink lod.

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Sounds like a missing or

Sounds like a missing or unreadable landscape texture -- did you try to mod your landscape textures in Morrowind?  Morrowind engine supports textures in many formats other than DDS, like TGA.  The ESPConverter/NIFConverter silently ignores non-DDS texture filename extensions and assumes Oblivion will be able to read them all, causing Oblivion to display pink instead of the real texture.  The solution is to manually convert TGA or whatever format to DDS, copy it into the appropriate Oblivion subdirectory and edit the offending NIF files to look for the newly created DDS file.

FYI, I have successfully generated LOD related files for Tamriel Rebuilt with TES4LODGen, TES4LL/TES4QLOD/MPGUI -- so I don't think it's an inherent incompatibility with the process.

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I think the issue is more my

I think the issue is more my gigantic load order plus TR. When it makes the .dds lod files for TR by the end of the process, it hanged and only produced just flat black dds files. The _n files are properly making the maps...

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Hm. Okay, I think it has

Hm. Okay, I think it has something to do with me using the replace_textures.ini to replace a few of TR's land textures with Oblivion replacers? Hm...

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Okay, so I got it working.

Okay, so I got it working. For whatever reason my LODgenerators are just...skipping WrldMorrowind and not building the LOD .nif and .dds files. No idea. I just re-ran the espconverter for both mainland and preview and dumped the files into my main folder.

Looking great so far, ponyrider0!

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ponyrider0 is away for a

ponyrider0 is away for a couple weeks, fyi, so don't expect any news on his end. I've been working on-and-off to search for statics replaceable with pre-existing Oblivion ones and finding the right vertex offsets to make them convert right for the static.ini in the OblivionReplace folder. Few trees, at the moment. There's a number of buckets and crates that can be converted, too. Just takes a while to experiment with the offsets so it's automated.

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Hello, I'm still away from

Hello, I'm still away from home and have very slow internet.  But have my 5-year old Macbook Air with me to keep me company.  Here's what I've been working on in my freetime:

https://github.com/ponyrider0/openmw/commits/Export-ESM-ESP.

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Glad to see stuff is still

Glad to see stuff is still happening! :D Haven't had made much progress on the modding side of things because of my Nvidia card's drivers suddenly going wonky and making me waste a week trying to fix a weird black LOD issue...

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Update 8 or 9:

Update 8 or 9:
For those who are skilled enough to build OpenMW, you may want to check you my latest commits on github.  Things are progressing steadily.  Currently, there are two programming problems that I've been working which are causing me headaches:  

(1) Mapping of landscape texture paintings (not the actual texture, but how the texture is painted on the landscape) from Morrowind to Oblivion has been giving me a headache.  From what I can understand by reading through the OpenMW source code and playing with TES3 CS, Enchanted Editor, etc. the TES3 ESM format (ESM3) specifies that landscapes can be "painted" with landscape textures using a 16x16 grid per cell.  Perhaps I'm just too dense to understand, but it seems that the ESM3 format does not directly support layering or opacity of landscape textures on a landscape.  OpenMW seems to generate a Blendmap which takes the 16x16 grid specified in the ESM3 and blends each grid space together with the grids from surrounding cells.  I'm guessing the Morrowind engine does the same thing -- otherwise the landscape would be painted with large square patches of texture with abrupt transitions from one texture to the next.  Unfortunately, I can't find any information which explains exactly what's going on in either OpenMW or Morrowind.  ESM4 complicates the already mysterious landscape blending issue with a complete overhaul of landscape painting:  cells are now split into 4 quadrants, each quadrant can have one base texture and up to 8 or 9 additional texture layers which are painted onto the cell in a 17x17 grid per quadrant with opacity being specified in the ESM4 as a 32bit floating point number.... So, it would seem like a fairly straightforward mapping of the original 16x16 single-layer map per ESM3 cell into an ESM4 cell (which happens to be 1/4 the size of the ESM3 cell) -- 16x16 ESM3 cell is split into 4 pieces (1 ESM3 cell == 4 ESM4 cells), so that each ESM4 cell gets an 8x8 piece of the original 16x16 painting.  Each ESM4 Cell is further split into quadrants, so that each ESM4 quadrant maps to a 4x4 portion of the original 16x16 painting.  So then, the problem (as far as I can tell) breaks down to mapping a 4x4 single-layer grid of textures onto a canvas represented by a 17x17 grid which accepts one base texture and up to 8 (or 9?) texture layers.  I think the best solution is to employ a bilinear interpolation algorithm to each texture point on the 17x17 grid... but I also need to juggle assignment of base textures and layered textures.  For now, I have a nearest-point / fake bilinear solution which is a very rough reverse-engineered approximation of what the ESPConverter outputs.  There are noticeable seams, abrupt transitions and other artifacts... hopefully I can get all these issues ironed out by doing two things: properly generating a pre-conversion painting which incorporates at least 1 grid space from surrounding cells/subcells to blend away abrupt transitions, and properly generating the appropriate post-conversion texture layers so that they composite into a final image which is equivalent to a bilinear interpolation operation.  If anyone sees a simpler / better solution, please let me know.

(2) Linked Doors - after the above headache, this seems like it would be trivial, and hopefully it is.  ESM3 Door refs which teleport you to another location when activated, are defined by a destination Cell and destination position/orientation.  In contrast, ESM4 Door refs teleport you to a new location by defining a "sibling" door located in the destination cell of your choice.  ESM4 then requires the destination position/orientation point at the destination door.  So, in order to map ESM3 to ESM4, it would seem that I just need to find any door ref that is in the desired destination cell, and then copy over the position/orientation information.  However, I'm currently generating formIDs for references as I export the reference record itself... so I would need a second pass to fill in the Sibling Door formID after I've generated all formIDs from the first pass... a better method would be to generate all formIDs and store them natively -- independent of any export process... that's still on my todo list as another step towards an OpenTES4 engine.

 

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also, I'm considering calling

also, I'm considering calling my fork of OpenMW, "The Extra Special edition" engine.  This could be shortened to "TESe" for convenience, although that could lead to some confusion.  Thoughts?

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Hm...could you make an online

Hm...could you make an online registrar of door references in relation to the mod they come from and their IDs that pairs them, and people could opt to click an "update list" shortcut or button that would update their offline copy to the most recent version?

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Puddles wrote:

Puddles wrote:

Hm...could you make an online registrar of door references in relation to the mod they come from and their IDs that pairs them, and people could opt to click an "update list" shortcut or button that would update their offline copy to the most recent version?

I'm not exactly sure what you mean, but when I was talking about matching Doors to their Sibling Doors in destination Cells, I meant that I am writing the source code which does all these tasks at the moment a user clicks "export".  None of this will be done by hand nor will it require any more than ~2 minutes of CPU processing time to do the match doors for the entire world.

In terms of setting up an auto-update feature which automatically synchronizes selected records with the latest online version... that hurts my head just thinking of the logistics... it's possible, but is probably something on the scale of what OpenMW multiplayer does with synchronization.

Also, modifying records and formIDs in this way would break all your saved games... unless they were updated too... more headaches coming on...

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Ah, I was thinking the

Ah, I was thinking the pairing process would be something that would take a long time, hence suggesting the auto-updating online record. All of what you're talking about is going straaaight over my head, I'm just throwing out random suggestions.

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Puddles wrote:

Puddles wrote:

Ah, I was thinking the pairing process would be something that would take a long time, hence suggesting the auto-updating online record. All of what you're talking about is going straaaight over my head, I'm just throwing out random suggestions.

No prob -- I usually think and program things based off of my own mental pseudo-code language.  So the process of just translating it into written or spoken English and then explaining the problem to someone else is often very helpful in developing a solution.  Another benefit is that translating mental pseudo-code to English and then to C or C++, helps me write source code which is more readable and less obfuscated.

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I'm noticing a number of

I'm noticing a number of glitches in the .nif converter re: gauntlets and gloves. Vanilla Morrowind's gloves are marked in one of the converter inis to have a mirrored version added to the nif so they don't appear like the actor wearing them is one-handed. TR's aren't marked, so they appear broken. In all reality, though, the gloves should just be replaced by retextured Vvardenfell Imports substitutes. Trying to manually re weight the painting on the gloves so the finger animations aren't screwed up would be a pain and still look pretty screwy by Oblivion standards.

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Puddles wrote:

Puddles wrote:

...Vanilla Morrowind's gloves are marked in one of the converter inis to have a mirrored version added to the nif so they don't appear like the actor wearing them is one-handed. TR's aren't marked, so they appear broken...

Yeah... I was going to provide some INI files with my tutorial which covered most TR armors, creatures, statics, etc. but never got it working as flawlessly as I would like... since you mentioned it though, here you go.  NOTE: this is very work-in-progress and will probably break the tutorial if you don't know what you're doing. 

AttachmentSize
Binary Data armors_binding.ini8.78 KB
Binary Data statics.ini5.6 KB
Binary Data creatures_barebones.ini6.08 KB
Binary Data creatures.ini7.58 KB
Binary Data armors.ini3.13 KB
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Hello, someone at OpenMW

Hello, someone at OpenMW forums alerted me to your project.  I've kinda done something similar (but not yet pushed the changes to github, not quite ready for that) and would be happy to help if you have any questions about TES4/TES5 formats, NIF formats, etc.

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cc9cii wrote:

cc9cii wrote:

Hello, someone at OpenMW forums alerted me to your project.  I've kinda done something similar (but not yet pushed the changes to github, not quite ready for that) and would be happy to help if you have any questions about TES4/TES5 formats, NIF formats, etc.

Oh, Hi!!  I've actually been watching and discussing your work and youtube videos with friends for some time... very, very cool stuff.  Your help with importing/exporting TES4 NIF/KF files will definitely be much appreciated.  Right now, most of my changes are in standalone exporter functions but I'm assuming your changes for reading/importing TES4 ESM files are more integrated into the core OpenMW engine files -- your experience there would be very helpful too.  I'll probably be ready to start picking your brain in about a week (when I'll hopefully be done with implementing most of the database record export routines).

Here are my latest updates on github: https://github.com/ponyrider0/openmw/commits/Export-ESM-ESP

 

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Happy to help in any way, but

Happy to help in any way, but I've not focused on exporting anything, so my contribution might be limited.  Looks like you're using OpenMW as a TES3 to TES4 converter for TR?  What I've done is to simply make OpenMW understand TES4/5 formats.

Also, I've done some OpenCS optimisations for Windows (I've found that STL libraries from Microsoft to be much slower than Linux, from memory my VM running Ubuntu loads the same ESM/ESP files faster than native Windows) Anyhow they are at  https://github.com/cc9cii/openmw/commits/cc9cii

EDIT: Just tried loading Morrowind.esm, Tribunal.esm, Bloodmoon.esm, TR_Data.esm and TR_Mainland.esm with a RelWithDebInfo buid - takes about 20 sec on a laptop with ssd (startup is slow due to QT5 but loading is fast)

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cc9cii wrote:

cc9cii wrote:

EDIT: Just tried loading Morrowind.esm, Tribunal.esm, Bloodmoon.esm, TR_Data.esm and TR_Mainland.esm with a RelWithDebInfo buid - takes about 20 sec on a laptop with ssd (startup is slow due to QT5 but loading is fast)

Haha, 20 sec is about 9 times faster than what my overclocked Phenom II X4 can muster with my optimized build.  My computer takes over 80 minutes to load TR_Mainland.esm using the main OpenMW-CS branch with full Debugging.  Maybe in a couple years, I'll be able to afford a computer from this decade...

Regarding my goals, the standalone exporter is just the first step.  The next step would be to integrate changes into OpenMW-CS so that it can natively save-load-edit all resource and data files from both TES3 and 4.  That way, the user can directly assign records to use all the TES4-quality graphic/sound overhaul assets from inside the OpenMW-CS without needing a separate editor.  Utlimately, the end goal is to create a combination Morrowind+Oblivion+TamrielRebuilt/ProjectTamriel+MorrowindRebirth+FCOM experience which supports full Morrowind RPG mechanics with upgraded animation, combat, AI and scripting engine.

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I was curious, so I built

I was curious, so I built your fork to test.  On the same machine and build (i.e. RelWithDebInfo) it takes 120 sec.  So my laptop is a little faster than your machine but not that much.  You may wish to try out some of my changes (NOTE however that most of the changes are very invasive and needs C++11)

By the way I was doing much of the development on a Core2Duo laptop (albeit retrofitted with an SSD) so I avoid using debug builds whenever possible.  I think loading large projects it eventually ran out of RAM and started swapping on disk which slowed things to a crawl.  For most things I believe RelWithDebInfo is adequate. YMMV

Finally, I think you have an excellent, if somewhat ambitious, goal.  I really hope you get there and again I'd be happy to assist where I can.

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cc9cii wrote:

cc9cii wrote:

I was curious, so I built your fork to test.  On the same machine and build (i.e. RelWithDebInfo) it takes 120 sec.  So my laptop is a little faster than your machine but not that much.  You may wish to try out some of my changes (NOTE however that most of the changes are very invasive and needs C++11)

That's very awesome that you've confirmed your optimizations are so much faster than mine... I tried using the Github website to Diff through the two forks, but it was painfully slow.  I'll plan on downloading your fork and running a proper diff this weekend. 

Regarding using RelWIthDebInfo, it's definitely the most optimal way to work on older computers, but sometimes brain-cramping sets in for me and it's just easier to set break points and step-through code to find bugs.

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I got in-touch with the

I got in-touch with the modder who did the Mass Outfit Redesign mod on Nexus recently; he's going to take a look and see if he has any ideas for replacers for TR's armors. I have Better Clothes versions that I converted and re-fit to the Oblivion body of the TR outfits, roughly...but I don't think I'm allowed to upload Better Clothes' meshes anywhere, lol. >.>

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Update 10:

Update 10:
I'm very excited about how close I am to having something ready for people to test.  Currently, I'm trying to squash a bug which makes the TES4-CS crash when you try to load an exterior cell.  The next thing after that on my to do list is to go back and implement the Door thing so that all the interior and exterior spaces are accessible.  I'm going to push back AI and Pathgrids to the second release, just so I can get something out and take a break/vacation from all the full-time effort I've been devoting to getting this exporter out.

This project has come quite a long way in the past 13 or so months!  Starting with an initial proof of concept attempt which took over 40 hours of tedious hand-editing of thousands of records to writing my first synchronization script to putting together a tutorial and now... an exporter program which can do a near-complete conversion of 500,000+ records in less than 5 minutes!  Hopefully, this will let many more people experience the joys of mainland Morrowind on the Oblivion engine.

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Here's a replacer for the

Here's a replacer for the Daedric Hide armor set. I might tweak the textures a bit for contrast at some point soon, but this at least works. Credit to Myst42, iirc, for the version of the Leather Armor I used as the base for the retexture. Credit to Hedgehog12 for the Daedra leather texture I layered into the leather armor texture.

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Hello, this is impressive

Hello, this is impressive work and I love your enthusiasm. I am going to install all that you have done so far with TR in Morroblivion.

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Thanks for the feedback!  If

Thanks for the feedback!  If you can wait a couple days, I will have the new converter ready for testing!

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Yaaay!

Yaaay!

Also working on a Dres Hunter armor conversion. I spent a day working on replacers for the Netch cuirasses via the Vvardenfellimports version but wound up hating them because I colored them too weirdly. Might just do something like rig leather-textured Netch parts to the same cuirass, since that feels more unique than recolors. The Centurion armor I'm going to make using H12's Symphony Centurion, since that will avoid any copyright issues entirely.

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Got the Dres Hunter replacer

Got the Dres Hunter replacer done for males and females. There's some slight clipping for the female I need to fix, but otherwise it turned out OK. I'll post a screenshot tomorrow morning I hope and then the replacer .esp in the evening. Dwemer Centurion armor is next.

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Probably going to blend the

Probably going to blend the Dres emblem into the two banners on the front.

Original


Replacer

 

Improvement suggestions? I might desaturate the armor itself (but not the banners), since I think I made it a bit too blue. The original is a grayer blue, now that I look at it again.

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Out of curiosity, I tested

Out of curiosity, I tested how well the Mod Exporter would work on another very popular Morrowind MegaMod....

Morroblivion Rebirth: Seyda Neen

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Oh, wow. That's pretty darn

Oh, wow. That's pretty darn cool. Can't wait!

---

Okay, so I redid it completely. It needs a bit more tweaking, but I think it's closer to the original. The breastplate over the cuirass has some clipping issues with more extreme animations. I'll work a bit more on it before I release it.

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Test version of the Centurion

Test version of the Centurion armor exploded horribly when I put it through the RC mesh rigger...I'll need to look at it after work. On the bright side it looks cool in Nifskope, so hopefully it will in-game.

I need to try to get in touch with the Better Clothes team so I can see about releasing my Oblivion conversions, since a few of the TR clothes are just recolors of vanilla Morrowind clothes...if they're okay with it I'll upload those, too.

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Great job so far, Puddles! 

Great job so far, Puddles!  To be honest, I think not being able to officially use original Morrowind-based assets is a actually a very good thing for us.  At least in my opinion, making replacers based on Oblivion assets often results in better visual quality.  Once I finish the exporter, I'm going to look into making replacers based on FCOM assets.

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Okay, so I fixed the clipping

Okay, so I fixed the clipping issues with the Dres Hunter armor. Here's the Dwemer Centurion cuirass. I reduced the reflectiveness of the material a bit since this screenshot to give it an older appearance. I'll upload the .esp replacers in a bit.

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Okay, so here's a a BAIN

Okay, so here's a a BAIN-ready installer for both armors. They can be merged into a Bashed Patch because they don't add any new entries. Your game will explode if you don't use the Universal Skeleton mod off of Nexus because I used the OP1-2 bones on the Dres Hunter armor to make the streamers move smoothly.

---

I got permission to upload my conversions of Morrowind's Better Clothes from dereko, so at some point I'll do that...eventually. Same with the TR conversions I made based off those clothes. It's an unfinished project, but after manually converting so many of them it's gotten tedious...however I don't like releasing unfinished work.

AttachmentSize
File Dwemer Armor Replacer3.2 MB
File Dres Armor Replacer8.5 MB
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I got six Better Clothes tops

I got six Better Clothes tops converted today...I think there's 12 left, ish.

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How do they Go if you Don't

How do they Go if you Don't use WB

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You just activate them at any

You just activate them at any point after the TR_Mainland.esp. Or you can merge them into that .esp, I guess...

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EXPERIMENTAL TESTBUILD 01:

EXPERIMENTAL TESTBUILD 01:

This is the first testbuild of the openmw-based mod exporter.  It requires that you have 64bit windows and 64bit version of OpenMW 0.42 and (hopefully) any version of Morrowind+Tamriel Rebuilt.  You will also need the latest version of "Morroblivion-Fixes".

Brief Instructions:

  1. Install Morrowind + Tamriel Rebuilt.
  2. Install OpenMW 0.42 and import Morrowind+Tamriel Rebuilt settings.
  3. Unzip modexporter-testbuild01.7z into the directory where you have installed the openmw-cs.exe.
  4. Run openmw-modexporter.exe.
  5. Select "Edit a content file", then select "Morrowind.esm" as your game file, then scroll down and put a check on TR_Mainland.esm, then click Open.
  6. Select File->Export ESM.
  7. Select an easily accessible directory to save (like the desktop).  Rename the filename to something like "TR_Mainland.esp".  Keep the Save as Type to ESM4.  Then click "Save".
  8. Watch the text screen for the words "Export Complete!"  Then close/exit the OpenMW-ModExporter.
  9. Copy the newly created ESP to your Oblivion\Data directory.  Activate the ESP in Wrye Bash or other mod manager.  Start a new game.
  10. After exiting the Prison Boat, type "coc firewatch00" into the console.  Then type "TCL" into the console.  Fly around and explore.  

This does NOT transfer any meshes or textures from Morrowind+Tamriel Rebuilt, so you will see approximately 25% diamonds.  However, it will work with meshes/textures from the ESPConverter-based tutorial if you have those installed.  All mods and patches from the old ESPConverter-based tutorial need to be converted over....  I still need to export AI packages, Dialog, Scripts/Quests so not much to do other than fly around with this test build.

UPDATE:
Posted the same version with additional dependency libraries for Qt5.7.  Let me know if this is working.

UPDATE 2:
Testbuild02 is now avaialble here https://tesrenewal.com/comment/85934#comment-85934

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Should we be using the most

Should we be using the most recent version of TR, or just the one we use for the normal conversion? And when you say seeing a lot of yellow diamonds, do you mean even if we have the textures/meshes from the normal conversion or only if we don't?

And what exactly needs to be converted with the patches?

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I keep getting the error

I keep getting the error message:

This application failed to start because it could not find or load the Qt platformplugin "windows".

Currently trying to fix this myself, if I can, by downloading Qt Creator and copying over any missing dll files.

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Power and internet finally

Power and internet has finally been restored to my area.  I'll be spending the day running system maintenance/recovery tools to make sure everything is intact.  Hope everyone made/makes it through all the natural disasters going on right now.  Stay safe out there!

Update:
I uploaded the same testbuild with additional Qt5 dependencies (see prior post).  Let me know if anyone is still running into problems running the exe.

@Puddles:
Regarding TR version: So far, I've tested and confirmed that this exporter works with TR 16.03 and 16.09.  When I have time, I'll update my system to test with TR 16.12.  Ultimately, only the latest version of TR and TR_Data will be fully supported.
Regarding 25% Diamonds: this is only if you do not install converted meshes/textures using the ESPConverter-based tutorial (see original post for this thread).
Regarding conversion of mods/patches: All FormIDs need to be re-assigned.  This can be done in less than 30seconds by the SyncToMaster script but needs to be done every time FormIDs change.  Otherwise, just wait for me to post compatible versions once the FormIDs are standardized.

Update 2:
There seems to be a bug with part of my formID importer logic... delete the two TR_Mainland*.csv files from the openmw-modexporter files.  This should fix bugs related to mismatched formIDs.

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I'm working on some other

I'm working on some other projects atm, so I think I'll wait until you finish the dialogue exporter part to test the exporter, since I always find it creepy when Npcs are empty.

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