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 ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
