this is really neat alan -- can't wait to play w./ it! On Fri, Jul 3, 2009 at 8:24 PM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx>wrote: > User:atrix256 > > Message: 2 new features - Billboarding and model nick names > > ======================== > Billboarding > ======================== > > Billboarding is a technique where you can make something always face the > camera no matter which angle you are looking at it from. This is used in > lots of games both present and past. If you play WOW, this is the technique > they use for the priest bubble for instance. It's just a 2d "halo image" > that always faces you so it looks like a bubble encasing them but it's not. > This technique is also used in games to give a halo effect around light > sources. Old games used to use this technique for bushes and trees, and in > wolfenstein 3d it happened as a side effect of how they rendered all the > objects in the game :P > > You can turn billboarding on and off for a model by using the script > function SetBillBoarding(). There isnt an interface in the editor for it > yet but if you manually put the command into the _geometry file, that works > fine (and when you save it will still be there). > > As an example of this, there are 3 flickering lights on the candles in the > fortune teller's tent that use billboarding. > > ======================== > Model Nick Names > ======================== > > This is a feature where an object can be placed and manipulated in the > editor, and then a nick name can be given to it so that Kent can call up > that model from script by it's nick name to be able to manipulate it. > Before this, all models manipulated in script had to be loaded and placed > inside the script file which isn't editable in the editor. > > I put an example of this in the fortune teller's tent. The 3 flickering > lights are each given a unique nick name, and in the script it calls them up > by nick name and manipulates them, even though they were placed in the > editor. > > There is no way currently to specify a nick name in the editor, but that > will come later, and since Kent will be the one dealing with this mostly, he > can manually give nicknames to objects for now by putting the command in the > _geometry file (which will persist even after a save). > > The candles flickering is just crappy programmer art but it's just an > example to show these 2 new features. > > Feedback welcome of course :P > > <Files Changed> > U ARRelease.exe > U AR_AnimModels.cpp > U AR_AnimModels.h > U AR_Editor.cpp > U AR_LuaFuncs.cpp > A Art/Models/tentmap/halo.ms3d > A Art/Models/tentmap/halo.png > A Docs/Script Help/Model_GetModelByNickName.html > A Docs/Script Help/Model_SetBillBoarding.html > A Docs/Script Help/Model_SetNickName.html > U Docs/Script Help/toc.html > U READMETODO.txt > U Scripts/Maps/FortuneTellerTent.lua > U Scripts/Maps/FortuneTellerTent_geometry.lua > > >