Chris Robinson
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36be1536d9
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Return text keys from NIFs when creating entities
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2012-07-23 17:20:47 -07:00 |
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scrawl
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f8d6a36196
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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
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2012-07-23 15:35:31 +02:00 |
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Chris Robinson
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4035d7370e
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Fix name/filter comparison
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2012-07-21 22:04:05 -07:00 |
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Chris Robinson
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d8cb685543
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Interpolate keyframes when creating them
Probably not fully correct, but better than nothing.
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2012-07-21 18:03:01 -07:00 |
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Chris Robinson
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c5b9098517
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Remove an unused field from EntityList
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2012-07-21 17:09:16 -07:00 |
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Chris Robinson
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4bc93ecd1a
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Use the skeleton name for the main animation
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2012-07-20 11:09:05 -07:00 |
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Chris Robinson
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4210880c06
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Load the animation tracks into Ogre
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2012-07-19 21:46:16 -07:00 |
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Chris Robinson
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0986cd5962
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Get the animation controller target names
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2012-07-19 20:48:12 -07:00 |
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Chris Robinson
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c2acf47d88
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Store the list of keyframe controllers when building the bones
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2012-07-19 20:30:10 -07:00 |
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Chris Robinson
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f6c837468f
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Load the proper NIF skeleton
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2012-07-19 11:44:08 -07:00 |
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Chris Robinson
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e760219953
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Use a unique loader for each skeleton resource
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2012-07-19 11:36:36 -07:00 |
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Chris Robinson
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c9b1f72d81
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Use a case-insensitive compare for the part filter
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2012-07-18 22:31:07 -07:00 |
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Chris Robinson
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bd74ab027a
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Mirror left-sided parts
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2012-07-18 21:21:49 -07:00 |
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Chris Robinson
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4af1bce659
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Restore and fix some missing parts
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2012-07-18 20:14:23 -07:00 |
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Chris Robinson
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d9b64b77ec
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Attach skinned parts to the scene node instead of the named bone
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2012-07-18 18:38:55 -07:00 |
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Chris Robinson
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5154188110
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Allow specifying an alternate skeleton for mesh skinning
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2012-07-18 18:29:25 -07:00 |
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Chris Robinson
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626dcd54dc
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Store the skeleton name with the mesh resource loader instead of a flag
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2012-07-18 17:26:51 -07:00 |
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Chris Robinson
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04b244cf9e
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Use the mesh's skeleton to transform shapes into "bind pose" instead of the NIF nodes
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2012-07-18 17:18:21 -07:00 |
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Chris Robinson
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2890904fb5
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Use lowercase names for the mesh and skeleton resources
To reduce the risk of duplicates due to different capitalizations.
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2012-07-18 15:27:33 -07:00 |
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Chris Robinson
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e8ff304562
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Fix the initial normal vector for vertex fixups
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2012-07-18 12:53:45 -07:00 |
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Chris Robinson
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3b29d280b9
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Filter out skinned shapes that don't match the bone name
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2012-07-18 12:47:16 -07:00 |
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Chris Robinson
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db948969c9
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Attach NPC parts to the proper bone
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2012-07-18 11:14:13 -07:00 |
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Chris Robinson
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a32740cf5e
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Remove an unused parameter
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2012-07-17 22:41:26 -07:00 |
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Chris Robinson
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b04c3cbcac
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Store the entities' root node in the EntityList
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2012-07-17 21:42:47 -07:00 |
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Chris Robinson
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92546ca18d
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Move the last bits of code to createEntities
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2012-07-17 20:23:09 -07:00 |
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Chris Robinson
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1c544682d5
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Stub handling for NiTextKeyExtraData to suppress some spam
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2012-07-17 16:45:01 -07:00 |
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Chris Robinson
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496343b714
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Use the proper member for the NIF type string
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2012-07-17 16:36:43 -07:00 |
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Chris Robinson
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3efd2030e2
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Create entities when loading NIFs for creatures
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2012-07-17 14:11:07 -07:00 |
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Chris Robinson
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3dedac5cb1
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Create mesh entities for objects when loading the NIF
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2012-07-17 13:40:03 -07:00 |
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Chris Robinson
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6047dc6a0c
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Merge remote branch 'zini/master' into nif-cleanup
Conflicts:
apps/openmw/mwrender/animation.cpp
apps/openmw/mwrender/animation.hpp
apps/openmw/mwrender/creatureanimation.cpp
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/npcanimation.hpp
components/nifogre/ogre_nif_loader.hpp
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2012-07-17 10:57:15 -07:00 |
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scrawl
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4434fb640e
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Merge branch 'master' into shadersystem
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2012-07-17 19:12:02 +02:00 |
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Chris Robinson
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93f0043afc
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Set the mesh's attach point as the NiTriShape's node
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2012-07-17 10:04:21 -07:00 |
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guidoj
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0549e949ba
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Mostly removal of unnecessary #include's and a little clean up
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2012-07-17 09:27:12 +02:00 |
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Chris Robinson
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65c20f128f
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Build bones for non-NiNode nodes (NiTriShapes, etc)
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2012-07-16 21:18:33 -07:00 |
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Chris Robinson
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fefbf86531
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Use Ogre's matrix ops to transform normals
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2012-07-16 14:30:23 -07:00 |
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Chris Robinson
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bf26f029f9
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Fix some skinning-related transformations
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2012-07-16 13:47:19 -07:00 |
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Chris Robinson
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df76c324a4
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Handle the MRK text string marker
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2012-07-16 13:34:56 -07:00 |
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Chris Robinson
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12f1785882
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Use default bone names for duplicate names
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2012-07-16 11:43:16 -07:00 |
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Chris Robinson
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75ce10c580
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Don't load data for hidden meshes
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2012-07-16 11:31:45 -07:00 |
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Chris Robinson
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ad75b47472
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Build and set up a skeleton for meshes
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2012-07-15 19:07:31 -07:00 |
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Chris Robinson
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b1f7fd9f7b
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Pre-transform the mesh vertices when there's no skinning or skeleton
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2012-07-15 17:00:27 -07:00 |
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Chris Robinson
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441a5c2da2
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Load NiTriShapes into Ogre meshes
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2012-07-15 14:12:12 -07:00 |
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Chris Robinson
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3029c221ef
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Create materials when creating meshes
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2012-07-15 12:59:39 -07:00 |
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scrawl
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509e9d7034
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Merge branch 'master' into shadersystem
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2012-07-15 21:58:45 +02:00 |
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Chris Robinson
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b4c8375f3c
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Merge remote branch 'zini/master' into nif-cleanup
Conflicts:
components/bsa/bsa_archive.cpp
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2012-07-15 12:04:43 -07:00 |
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Chris Robinson
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9028cfe83c
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Look for the NiTriShape when the mesh resource wants to load
It's still not loaded yet.
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2012-07-15 12:02:47 -07:00 |
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Chris Robinson
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69ed73399a
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Avoid exposing the NIF mesh resource loading class
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2012-07-15 11:40:48 -07:00 |
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Chris Robinson
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300730a834
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Create the skeleton resource from NIFs
Note they are not loaded yet.
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2012-07-15 11:13:48 -07:00 |
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Chris Robinson
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bd68f7bd33
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Remove final direct uses of Mangle::Stream
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2012-07-15 08:51:51 -07:00 |
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Chris Robinson
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6a447c88fb
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Create meshes from the NiTriShapes in the NIF.
This doesn't actually load them yet. It's also very slow for certain NIFs.
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2012-07-15 06:45:21 -07:00 |
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