[project1dev] Re: Project1 - SVN Update 323

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 3 Jul 2009 22:59:57 -0700

yeah hopefully you can think of some good uses for it! (:

On Fri, Jul 3, 2009 at 8:55 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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