Juhana Sadeharju wrote:
>> From: Marcus Lindblom <[EMAIL PROTECTED]>
>>
>> Juhana Sadeharju wrote:
> [ www.niftools.org / Gamebryo/Netimmerse / The game Oblivion ]
>>   
>> I'd would think the content is pretty safely licensed/copyrighted by 
>> Bethesda?
> 
> Yes. But nobody forbids the personal private use.

Right. Didn't think of that.

> I know academic people have written importers for Quake models in their
> academic engines. Because nowadays "academic" seems to mean purely
> commercial research, the private use should be no problem.
> 
>> Oblivion uses SpeedTree for the vegetation, which is a separate lib and 
>> thus has it's own separate data format which not stored in Gamebryo's 
>> NIF-files. SpeedTree is commercial though, but it would be quite easy to 
>> write a node for integration with OpenSG if one had access to the API.
> 
> Openscenegraph has a plugin for SpeedTree. Url can be found at their
> webpage's plugin/node section. That kind of plugin would be useful for
> people who have licensed the SpeedTree.

Yup.

> Running Oblivion's SpeedTree privately is tempting but not what I want.
> An open source free alternative would be needed in any case.
>
> Oblivion has a problem that modders cannot edit the trees without
> purchasing the expensive SpeedTreeCAD. So, I wrote a text-based tool
>   http://www.funet.fi/~kouhia/spttools20060812.tar.gz
> for parsing and compiling the SPT files. 

That's pretty kool. :)

 > The SPT file contains
> parameters for procedurally generated trees. The parameters are
> yet unknown but could be figured out by visually checking in Oblivion
> how a tree changes when a parameter is changed. SpeedTreeCAD itself
> could be used as well for creating the modified trees, but I have no
> access to SpeedTreeCAD.

I have, but I'm not allowed to part with it. I would think that 
recreating the generator would take some work, but it should be possible 
to come up with something that's definitely useful.

> I just did read that Oblivion does not use LODs for distant objects.
> That means the objects pop-up with their full model. This is really
> strange because other games have used LODs successfully. 

I suppose they ran into a deadline or something. There are a lot of 
things with Oblivion that have better stock solutions (their ground 
textues are horrible at a distance as well). I still think it's one of 
the best games ever made though, having played it for 80 hrs. It was the 
first game that I've actually bought _after_ I've played it (heh :) 
because it was so good. :)

> However the
> modders have generated the distant LODs theirself (the Almost Everything
> mod). That is possible because the NIF format is a scenegraph and the
> scenegraph has the LOD node. Shows how powerful the scenegraphs are.

Yup.

/Marcus

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