Ogre based game engine for Oblivion, Fallout and Skyrim

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cc9cii
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Ogre based game engine for Oblivion, Fallout and Skyrim

Post by cc9cii »

I hope this qualifies for this sub-forum. Currently running on Ogre 1.10.11 but really hoping to be able to port it to Ogre 2.2. Here are some videos showing what can be done with Ogre:

Ogre Vertex/Pose animation combined with (software) skeletal animation. The face/hair/mouth vertices are morphed uniquely for each NPC using FaceGen and textures updated using HardwarePixelBuffer - video link

Combining Ogre and Bullet to implement ragdoll functionality (not working currently after some bit-shuffling that remains incomplete) - video link and another one

Terrain texture splattering (up to 9 layers I think?) Should be able to see also alpha rejection pass working (to hide low-res terrain for cells with high-res terrain). This part is a real candidate for some shader work to make everything seamless, hopefully with Ogre 2.x - video link and another one

Using manual objects to display pathgrid points and links = video link

There are a few others if you wish to browse for some giggles.
loath
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Re: Ogre based game engine for Oblivion, Fallout and Skyrim

Post by loath »

this is ambitious and impressive. very cool.
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sercero
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Re: Ogre based game engine for Oblivion, Fallout and Skyrim

Post by sercero »

Best of luck.

This would be a great showcase for OGRE and might bring people interested in modding the game.

How is this related to OpenMW?

At some point OpenMW was using OGRE but they decided to go with OpenSceneGraph, that was before the 2.x era and their issues was with performance.
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cc9cii
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Re: Ogre based game engine for Oblivion, Fallout and Skyrim

Post by cc9cii »

This is based on OpenMW 0.36, one or two releases before the switchover to OSG. I'm investigating whether Ogre 2.x will be suitable for further development or go with some other rendering engine.
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