Chris Robinson
3131e8dae6
Don't get the text keys if they're not being requested
2013-01-04 20:33:26 -08:00
Chris Robinson
683ced54a0
Store and retrieve the node text keys in the bones' user object bindings
2013-01-04 19:41:37 -08:00
Chris Robinson
a3d33db415
Store a NiNode's NiTextKeyExtraData in a user object binding on Ogre::Bone
2013-01-04 15:55:47 -08:00
Chris Robinson
1d4d67f811
Avoid underflows if the texture name doesn't include a '.'
2013-01-04 15:03:57 -08:00
Chris Robinson
3f19b13695
Merge remote-tracking branch 'zini/master' into animation2
2013-01-04 14:47:01 -08:00
Nathan Jeffords
2181393518
change texture renaming logic to increase performance
...
ResourceGroupManager::resourceExistsInAnyGroup is slow (at least on
windows) if the tested path does not exist, but is fast if it does (due
to finding it in the index). This change tries the '.dds' version of the
name first, and reverts to the original if the '.dds' version was not
found.
2013-01-04 11:36:22 -08:00
Chris Robinson
61ad8bb3dd
Use a list of mesh names instead of mesh objects
2013-01-04 00:14:41 -08:00
Chris Robinson
019893b5c6
Get rid of some unnecessary case-insensitive compares
2013-01-03 23:44:58 -08:00
Chris Robinson
cd8515396a
Use a multimap to store the text keys
2012-09-28 23:20:15 -07:00
Chris Robinson
9b491edbf8
Small cleanup for loading animation keyframes
2012-09-28 18:53:24 -07:00
scrawl
906d290935
Markers are actually hidden now. Inspecting the markers in NifSkope revealed why it didn't work previously: the flag that is being looked for is not present in any of the markers, nor any other flag or extra data to identify them. However, the root node name always starts with "marker", making it possible to do a string search.
2012-09-12 12:41:12 +02:00
Marc Zinnschlag
e3d893b001
Merge remote-tracking branch 'jhooks/animationsmooth'
2012-09-06 09:09:46 +02:00
scrawl
4f1bcb749f
turned off redundant edge list building
2012-09-02 10:09:41 +02:00
Jason Hooks
5202b11235
just moving a comment
2012-08-18 15:31:54 -04:00
Jason Hooks
4a219404fc
Super smooth animations; 100 PERCENT COMPLETE
2012-08-18 15:21:43 -04:00
Jason Hooks
f21df64808
changing a few things around
2012-08-18 14:48:18 -04:00
Jason Hooks
cc776810e2
smoother animations
2012-08-17 17:10:21 -04:00
Marc Zinnschlag
1da56e2832
removed some unused variables
2012-08-17 15:37:14 +02:00
Jason Hooks
d14cc5a435
update master
2012-08-16 18:20:26 -04:00
scrawl
281e15f58e
consider all material properties for nif material sharing, instead of just the texture
2012-07-26 23:40:55 +02:00
Chris Robinson
4f46c8a8db
Use a functor for the mismatch compare function
2012-07-24 14:59:25 -07:00
Chris Robinson
36be1536d9
Return text keys from NIFs when creating entities
2012-07-23 17:20:47 -07:00
scrawl
f8d6a36196
Merge branch 'master' into nif-cleanup
...
Conflicts:
apps/openmw/mwrender/sky.cpp
apps/openmw/mwrender/sky.hpp
components/nifogre/ogre_nif_loader.cpp
components/nifogre/ogre_nif_loader.hpp
2012-07-23 15:35:31 +02:00
Chris Robinson
4035d7370e
Fix name/filter comparison
2012-07-21 22:04:05 -07:00
Chris Robinson
d8cb685543
Interpolate keyframes when creating them
...
Probably not fully correct, but better than nothing.
2012-07-21 18:03:01 -07:00
Chris Robinson
c5b9098517
Remove an unused field from EntityList
2012-07-21 17:09:16 -07:00
Chris Robinson
4bc93ecd1a
Use the skeleton name for the main animation
2012-07-20 11:09:05 -07:00
Chris Robinson
4210880c06
Load the animation tracks into Ogre
2012-07-19 21:46:16 -07:00
Chris Robinson
0986cd5962
Get the animation controller target names
2012-07-19 20:48:12 -07:00
Chris Robinson
c2acf47d88
Store the list of keyframe controllers when building the bones
2012-07-19 20:30:10 -07:00
Chris Robinson
f6c837468f
Load the proper NIF skeleton
2012-07-19 11:44:08 -07:00
Chris Robinson
e760219953
Use a unique loader for each skeleton resource
2012-07-19 11:36:36 -07:00
Chris Robinson
c9b1f72d81
Use a case-insensitive compare for the part filter
2012-07-18 22:31:07 -07:00
Chris Robinson
bd74ab027a
Mirror left-sided parts
2012-07-18 21:21:49 -07:00
Chris Robinson
4af1bce659
Restore and fix some missing parts
2012-07-18 20:14:23 -07:00
Chris Robinson
d9b64b77ec
Attach skinned parts to the scene node instead of the named bone
2012-07-18 18:38:55 -07:00
Chris Robinson
5154188110
Allow specifying an alternate skeleton for mesh skinning
2012-07-18 18:29:25 -07:00
Chris Robinson
626dcd54dc
Store the skeleton name with the mesh resource loader instead of a flag
2012-07-18 17:26:51 -07:00
Chris Robinson
04b244cf9e
Use the mesh's skeleton to transform shapes into "bind pose" instead of the NIF nodes
2012-07-18 17:18:21 -07:00
Chris Robinson
2890904fb5
Use lowercase names for the mesh and skeleton resources
...
To reduce the risk of duplicates due to different capitalizations.
2012-07-18 15:27:33 -07:00
Chris Robinson
e8ff304562
Fix the initial normal vector for vertex fixups
2012-07-18 12:53:45 -07:00
Chris Robinson
3b29d280b9
Filter out skinned shapes that don't match the bone name
2012-07-18 12:47:16 -07:00
Chris Robinson
db948969c9
Attach NPC parts to the proper bone
2012-07-18 11:14:13 -07:00
Chris Robinson
a32740cf5e
Remove an unused parameter
2012-07-17 22:41:26 -07:00
Chris Robinson
b04c3cbcac
Store the entities' root node in the EntityList
2012-07-17 21:42:47 -07:00
Chris Robinson
1c544682d5
Stub handling for NiTextKeyExtraData to suppress some spam
2012-07-17 16:45:01 -07:00
Chris Robinson
496343b714
Use the proper member for the NIF type string
2012-07-17 16:36:43 -07:00
Chris Robinson
3efd2030e2
Create entities when loading NIFs for creatures
2012-07-17 14:11:07 -07:00
Chris Robinson
3dedac5cb1
Create mesh entities for objects when loading the NIF
2012-07-17 13:40:03 -07:00
Chris Robinson
93f0043afc
Set the mesh's attach point as the NiTriShape's node
2012-07-17 10:04:21 -07:00