MakeHuman - Free creativity software

http://www.makehuman.org

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This is an especially odd little gemstone from the open source work… It allows you to create customized 3d models for use in other software… and it’s totally free use without restriction… like this is a really progressive minded team… and on top of that… they do it surprisingly well… I was more inclined to rig up some bodies traditional style for my games… because that’s not too difficult when you are aiming for about ps2 quality graphics…

but these meshes are going to be center point to my new mod project… Which is adding Makehuman bodies into morrowind… sort of preparing to join the pending rise in popularity of the old title… based on OpenMW being a freely distributed clone… and that clone needs assests that are free from bethesda’s legal say so… for more people to be able to join in…

Somehow open morrowind hasn’t gotten a cease and desist… so for as long as that project carries on… It’s going to be an exciting thign ot follow… because it already has fixed so many of the errors that riddled morrowind.

Anycase… Some of you might enjoy playing around with this…

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Have you seen that Oblivion in Skyrim style remake? Bethesda knew of it and just didn’t really care. The same people are doing the same thing with Morrowind now, and again Bethesda knows and doesn’t care. Huh. Chill company.

I’m playing Morrowind now and have that graphics mod installed to make it look nicer (not Skyrim nice but still definite improvements) but I can pretty much only run it on low settings on my laptop because on high the lag is terrible, so as much as I’d love to support those remakes I don’t think I’ll be able to with my current PC :sob:

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Oh no way… Anna plays morrowind? Lol I’m laying out the ground work for a massive redesign of the game…

I really feel like open morrowind needs a good stand alone title… it’s obvious they are prepping their engine for it.

That’s exactly what I’m trying to use these models for… Really it’s kind of the first step in getting the new assets together… get the characters running… I’ll have to do the animations… but I can add a more skeletal points to make things like holstered weapons possible and stuff… Layered clothing more appropriate… Iwas actually workingn on fallout 4 first but I was really tired of the limitations… I had hacked morrowind wide open several times in the past… but the engine was so buggy my game would just crash…

I had most of the map laid out… it was massive… My goal was to have more of a majora’s mask type set up… less content… more spread out… but the quality would be thorough… and I liked the concept of distance because I could focus on beautified terrain and good vistas… capture the shadow of colossus feel.

Yeah actually though bethesda did order a cease and desist on one of those projects… but it’s because they were back porting assets… The don’t like the idea of people using their old engines to play content that was supposed to sell their new ones…

Bethesda isn’t totally fair though… but a lot of their technology is licensed from other companies and I think they themselves get contracted into having to respect a bunch of hard rules and they basically gotta pass those on. More in a sec.

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Hah anyways I can’t believe you’re actually playing morrowind… I got some teaser content for my mod…

I needed a way to underpin permanent differences in the NPCs so that I can build my AI engine around it… Using global variables would have been a mess to sort through…

I came up with a very obvious answer though… the birthsigns will play a significantly larger role in my spin on things… I can use the birth signs to modify stats (like personality) which can be used to determine ai behavior… but also have a more hardcoded map of behavioral differences that is filtered just by the birth sign alone…

So the following 24 birthsigns are what I came up with to segregate characters… I plan on have race and other stats also be factors in determining AI behavior sets…

  1. The Seed
  • 1.5 The Crop
  1. Works for the worth of it
  • 2.5 The excited agressor
  1. Rises with tides
  • 3.5 Egocentricism
  1. The Adevnturer
  • 4.5 All just a means to an end
  1. The Family man
  • 5.5 Live’s for the love of it
  1. Laxidaisical
  • 6.5 Don’t remind me I ain’t worth a damn
  1. Upfront
  • 7.5 The go getter
  1. Business Cassual
  • 8.5 Money is my pride
  1. Can’t escape the negatives
  • 9.5 Bipolaroid
  1. Crashes with the waves
  • 10.5 Exciteavle bastion of life in dark times
  1. Chillax Maxigandhicus
  • 11.5 As long as he’s still convinced (he’s the star child)
  1. The grateful
  • The Matyr When all forgiveness is needed, somebody is apparently supposed to die.
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Are you running the Open Morrowinfd engine? it’s like way more efficient and stable…

You just link the app to your native morrowind installation… It’ll even load your saves AND MODS!

Project site:

Download:

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Yes my brother downloaded that for me :slight_smile: Your project sounds super cool!! It will be neat to see how it develops even if I’ll never be able to actually play it on my cheap gaming laptop :joy:

I love the elder scrolls games I played Skyrim to death and have spent hours and hours on Morrowind and haven’t even left the very first area yet like most of that time was spent on one city that’s near the starting point.

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Because I’m on the topic I’m going to flesh out an idea or two…

So you have the large scale AI choice set… I have to hi-jack a few of the games stat trackers… Probably just stamina and perhaps magicka… Stamina and magicka drain over time… food replenishes stamina… sleep replenishes magicka…

Sleep is a low priority task until stamina hits a certain value… that will trigger an NPC to travel to their bed…

It all has to be baked in… but I do want it to be transient… or NPC homes have assigned NPCs… and that coupling (like native cell placement or something more specific)… allows them to have a bed and a kitchen…

NPCs will work and it plays along with the crafting system… there will be wool, cotton, wood, iron… all those things… and the NPCs will actually procur the items…

Plants have dynamic scaling to indicate growth… The inventory of npcs determine their efficacy in increasing the growth… at the end of a plants life cycle it auto harvests… and the craft/whole food items appear in logical places…

I’ve always been really dissapointed in the AI structure… Bethesda’s emphasis on AI dynamics really stops at the end of story telling mechanisms and combat… I think they actually tried the hardest in oblivion… and it really shows in a lot of ways… Like NPCs actually had to lock and unlock doors to get to work and stuff…

A lot of that is very possible in morrowind… The radiant AI system was more of a formalized system that facilitated the process…

Basically I got one master NPC script that each one has active on them… It serves as their brain… It points them places and then using the context of the characters stats and their inventory I can have a lot of flexibility for all the conditionals…

I want to use the leveled list system as an NPC respawn mechanism and a way to introduce new NPCs into the world… Normally leveled lists are just used for enemies and loot… but I am going to hijack that to populate the world with more interesting friendlies… I want them to be friendlies because they are supposed to stick around (saving me a shit load of work)…

Using that system plus conditional filtration I think I can get NPCs to reproduce… and introduce children into the game… that grow based on age… that scale up

oh @ANNA this is a digestible bit… I want to break up the skeleton parts and zombie parts so that they are interchangeable with the body parts… It means when people die… their corpses can rot over time into bones! Dude I’ve been fanticizing aobut that one for years,

I got so many ideas… I’ve already designed the game like 2 or 3 times and then scrapped the whole concept ( well transferred it to more latent ambitions about doing something in Unreal 4 way down the road.)

I’m going to actually mesh in the ground work… probably by using a heightmap and then export it out… then break it up… This allows me to make literaly caves and stuff… Morrowind’s terrain was really simple… it’s a grid work of points that can go up or down… you can’t have layers… I’ll use the original dirt mesh as a boundary for the under ground regions…

water also is a simple stangant mesh… Water only exists at sea level in morrowind… but real geography has rivers and lakes and I’ve seen some modders resources out there that have good components… and I think I can just make my own at this point… I thought water was something mysterious on a graphically level… but it’s just got some interestign contextual properties that are more hard coded and have nothing to do with the assets…

Like you want nice water? You just get a 4k or 8k texture to increase the detail density… but also break down the sense of repitition…

Which is also why my ground textures are going to be very simple… befcause that checkerboarding effect at scale totally breaks visual finess… It’s a horrible mistake to use the sort of circular highlight in the middle dirt that they’ve had,

My approach is to either use seemless hash markings of decent density… or just scrap all that… get a nice dark dirt brown color and keep it solid… utilizing the secondary texture layers and more modern lighting of OpenMW to break the bland nature of what would otherwise be just brown space,

haha I totally drank too much coffee to actually work on this today… but my mind ain’t having any trouble reviewing the ideas.

Thanks for sharing! :smiley:

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