I'll return it back in cash valuation at the time I borrowed it.
(╯°□°)╯︵ ┻━┻
In other news, the COLLADA models for the sky don't display properly and I have no idea where what's causing it. I went with the .osgt format for the sky meshes instead and the Template is now free of .nif files.
Error loading meshes/basicplayer.dae: no readwriter for 'dae' found
Anything I could do to fix it?
You'll need to use a recent development build as DestinedToDie mentiones. Version 0.46 still has certain meshes hard-coded and doesn't support the COLLADA format. To get the Template working with OpenMW some settings need to be changed to point to the correct essential meshes (sky and player). All of this will be better documented once the Template is ready.
DestinedToDie wrote: ↑28 Apr 2021, 16:44
I suspect version 0.46 won't cut it. See if you can get it to work with a bleeding-edge build from here: https://gitlab.com/OpenMW/openmw/-/pipe ... ref=master
Instructions for how to download the latest compiled build: viewtopic.php?f=20&t=1808&start=490#p68521
Lamoot wrote: ↑28 Apr 2021, 23:27
You'll need to use a recent development build as DestinedToDie mentiones. Version 0.46 still has certain meshes hard-coded and doesn't support the COLLADA format. To get the Template working with OpenMW some settings need to be changed to point to the correct essential meshes (sky and player). All of this will be better documented once the Template is ready.
Thank you both for your answers, I'll test the template with a more recent version of openmw, once it it ready.
I've started working on the next stage of the Template / Example Suite. It's a smaller bird-like biped that will help me test and document the workflow for creating animated creatures / enemies. The model so far is just for figuring out the proportions and will have its topology joined later.
Very nice, an up to date animation reference will be invaluable. It's one of the most daunting things to do for new modders.
On the topic of animations. If your'e interested, Greatness7 actually made a blender plugin to port these animations in from https://www.mixamo.com/#/?page=1&type=M ... MotionPack. In fact, you can even preview the animations by importing the morrowind skeleton.