Commit Graph

30 Commits (08484a46c7e8ed17202eb28d1cbf4f43799e5320)

Author SHA1 Message Date
Rohit Nirmal 997347b01e Silence -Wreorder warnings. 10 years ago
scrawl f11ec653d0 Add setting for showing MRK nodes to NIF loaders
This makes marker objects show up in OpenCS.
10 years ago
scrawl 59f21c6105 Use "hair" as filter for PRT_Hair parts (Fixes #2218) 10 years ago
scrawl 65536f0857 Load initial particle system state from NIF files (Fixes #2178) 10 years ago
Marc Zinnschlag 1e6d557089 Merge branch 'visibility' 11 years ago
Marc Zinnschlag a25758c3b1 fixed visibility flags setting 11 years ago
scrawl 7dfb624ee2 Support loading text keys for objects without a skeleton
This means we can no longer map them to bone IDs, but they are unused anyway.

Required to load text keys from the default head models (such as Talk: Start/Stop and Blink: Start/Stop)
11 years ago
scrawl 5931fdcbde Implement NiBillboardNode. Flags not handled yet. 11 years ago
scrawl 6d27ebabb6 Integrate AddGlow with material controllers 11 years ago
scrawl 57a33c957e Add possibly missing include 11 years ago
scrawl 51a9f0111c Implement NiAlphaController and NiMaterialColorController 11 years ago
scrawl 1624e0fd8a Rename ObjectList to ObjectScene. Wrap it in a SharedPtr so we can automate the destruction routine. 11 years ago
scrawl ffdb91bb21 Add particles for Cast + Hit. Not looking quite right yet. 11 years ago
Chris Robinson 57fb065a86 Add Ogre::Light objects to the object list
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
12 years ago
Chris Robinson 8e38dc410f Allow loading multiple animation sources
Animation sources are treated differently from base objects. When given
"path\file.nif", base objects will look for "path\xfile.nif" and use that
if it exists (falling back to the original name if not found). Animation
sources will instead use "path\xfile.kf", ignoring it if the file doesn't
exist.
12 years ago
Chris Robinson 6a3ba41170 Don't store camera nodes, we don't need them. 12 years ago
Chris Robinson adc6a948c7 Add methods to get the rotation, translation, and scale from a NodeTargetValue 12 years ago
Chris Robinson d936291dbf Remove an unused ostream operator<< 12 years ago
Chris Robinson 2345b5e8b3 Avoid storing text keys for each animation 12 years ago
Chris Robinson ace7d647e5 Add a method to apply a NodeTargetValue-based controller to a specified node. 12 years ago
Chris Robinson 1b1f9f7921 Allow multiple ObjectLists to be created for Animations.
addObjectList may not currently be called outside of the related constructor.
12 years ago
Chris Robinson caff28e20a Move NIFSkeletonLoader to a separate file 12 years ago
Chris Robinson f69a8259e1 Update animation source controller targets 12 years ago
Chris Robinson 2362e920f3 Use an unconnected object list for animation sources
We'll want the controllers, as the plan is to use their keyframe controllers
to animate the actual skeleton used for the meshes.
12 years ago
Chris Robinson be419bc891 Handle NiCamera nodes 12 years ago
Chris Robinson 2db72ae607 Rename EntityList to ObjectList 12 years ago
Chris Robinson 0631b28646 Prepare for supporting controller objects 12 years ago
Chris Robinson 77ba0fbe73 Prepare for creating particles
This adds a vector of ParticleSystems to the EntityList, and modifies
corresponding code to handle it. It also loads the ParticleFX plugin so
particles can be created (although they aren't yet).
12 years ago
Chris Robinson 095daca058 Create entities when iterating through the NIF 12 years ago
Nathan Jeffords 109dff2d29 renamed high level NIF files... 12 years ago