[project1dev] Re: Project1 - SVN Update 323

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 3 Jul 2009 23:55:29 -0400

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
>
>
>

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