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