scrawl
7f8d659f3c
Fix transparency sorting
2013-03-05 17:09:20 +01:00
scrawl
2486ec6cb9
Material fixes (vertex colors, alpha)
2013-03-05 13:51:48 +01:00
Chris Robinson
2f14f26b96
Use the full unique mesh name for the material instead of the NIF name
2013-03-04 10:35:13 -08:00
Chris Robinson
4e1e0eaf62
Merge remote-tracking branch 'zini/master' into material-fix
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Conflicts:
components/nifogre/ogrenifloader.cpp
2013-03-03 14:24:05 -08:00
Chris Robinson
5e50436a94
Convert some BooleanValues to StringValues
2013-03-03 14:19:02 -08:00
scrawl
05bd94effb
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-03-03 15:14:20 +01:00
scrawl
0f6fd80294
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
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Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
apps/openmw/mwrender/npcanimation.cpp
files/mygui/openmw_settings_window.layout
2013-03-03 11:02:38 +01:00
Chris Robinson
21e2c287eb
Fix/workaround specular issues
...
The glossiness should not be multiplied by 255, however the values set in many
of Bloodmoon's meshes would look horrible otherwise. Now we can let the
NiSpecularProperty specify when to enable specular (which is supposed to
default to on, but due to the aforementioned meshes, we default to off).
2013-03-02 19:30:23 -08:00
Chris Robinson
7930aa82b2
Add missing depthFlags to the hash
2013-03-02 19:09:15 -08:00
Chris Robinson
8e35159ad4
Handle NiSpecularProperty
2013-03-02 19:06:28 -08:00
Chris Robinson
8c0326a49c
Handle NiZBufferProperty
2013-03-02 18:30:28 -08:00
Chris Robinson
03785f3ecd
Handle NiVertexColorProperty
2013-03-02 16:28:32 -08:00
Nathan Jeffords
109dff2d29
renamed high level NIF files...
2013-03-02 13:23:09 -08:00
Chris Robinson
fdfcd5bb47
Material properties are accumulative along the node tree
2013-03-02 12:23:29 -08:00
Chris Robinson
e3fd4b8429
Fix restoring the original texture name when the DDS check fails
2013-03-01 17:57:34 -08:00
Chris Robinson
e6b547b9ba
Merge remote-tracking branch 'zini/master' into transparency-fixes
2013-03-01 13:32:30 -08:00
Chris Robinson
166d529c50
Ensure the material is properly built after creating it
2013-03-01 13:26:31 -08:00
Chris Robinson
2c05a7477c
Improve checks for texture resource names that include the "textures\" prefix
2013-02-28 17:16:28 -08:00
Chris Robinson
eaa6813917
Workaround for meshes without any vertices
2013-02-28 13:54:53 -08:00
Chris Robinson
1168f15361
Don't disable depth writes when blending is enabled
2013-02-28 12:17:58 -08:00
Chris Robinson
a7220518b6
Merge remote-tracking branch 'zini/master' into skeleton-fixes
2013-02-27 13:22:33 -08:00
Chris Robinson
3ed0bf97a8
Share the space with the parent entity only when there's real skinned meshes
...
The existence of a base skeleton doesn't mean it shares the same bone
structure. If there isn't an actual skinned entity besides the base, simply
attach it to the bone like unskinned meshes should be.
2013-02-27 13:16:27 -08:00
Chris Robinson
bfe80bb8dc
Avoid duplicating skeletons due to casing issues
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Manually created resource names are apparently always case sensitive, causing
some skeletons to get loaded multiple times.
2013-02-27 12:33:36 -08:00
Sergey Shambir
03ca7f6123
NIF: added NiStencilProperty record handling
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NiStencilProperty appears in Better Clothes plugin. If it not handled,
some parts of NPCs bodies will be not rendered.
2013-02-27 23:45:09 +04:00
scrawl
b82ee4872d
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
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Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-02-27 12:25:34 +01:00
scrawl
369f881170
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-02-27 09:25:44 +01:00
Chris Robinson
b4b20622c6
Properly handle NiAlphaProperty values
2013-02-26 15:24:20 -08:00
Marc Zinnschlag
70b6b68005
Merge remote-tracking branch 'sergeyshambir/BBfix'
2013-02-26 22:37:45 +01:00
Chris Robinson
aefd12dfe0
Don't create meshes for collision shapes
2013-02-25 15:44:59 -08:00
Chris Robinson
429bc23cf6
Convert the 0-1 glossiness parameter to 0-255 for shininess
2013-02-25 13:08:40 -08:00
Chris Robinson
ff1ecb85c6
Don't bother storing the shape name for the submesh name
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The submesh name Ogre has is completely useless to us
2013-02-25 08:22:57 -08:00
scrawl
cacdb33b42
Merge branch 'master' into graphics
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Conflicts:
apps/openmw/CMakeLists.txt
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/sky.cpp
2013-02-25 15:12:03 +01:00
Chris Robinson
53eb553c57
Be a little more aggressive when looking to skip generating a skeleton
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This is needed to handle the insane number of nodes and trishapes in
in_prison_ship.nif, as Ogre has a 256-bone limit for skeletons. This is a bit
sketchy, but it works.
2013-02-24 18:12:15 -08:00
Sergey Shambir
b1381ddd69
Nif loader: workaround for missed textures in BB/BH
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Works for Better Bodies / Better Heads addons.
2013-02-25 04:12:41 +04:00
Chris Robinson
c60e858b02
Create bones for NiTriShape nodes, and attach the entities to them
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Otherwise some models don't connect properly. NiTriShapes are more guaranteed
to have unique names than their parent nodes.
2013-02-24 12:42:32 -08:00
scrawl
2e6c63d9cd
Disable specular on NIF's
2013-02-24 17:18:22 +01:00
Chris Robinson
da5f11700f
Warn about unhandled node types before the controllers
2013-02-13 00:45:00 -08:00
Chris Robinson
5b2ca6fa7d
Don't complain about RootCollisionNode, it's handled in nifbullet
2013-02-13 00:43:29 -08:00
Chris Robinson
f4e587c72c
Always create a skeleton from a NIF when there's more than one NiNode
2013-02-09 17:48:23 -08:00
Chris Robinson
8b1e7b95ba
Attempt to load the skeleton source if it doesn't yet exist
2013-02-05 17:55:12 -08:00
Chris Robinson
bec538bfa1
Always declare operator<< for using a TextKeyMap with Ogre::Any
2013-02-04 09:19:59 -08:00
Chris Robinson
c45b4d6072
Clean up some NIF warning reports
2013-02-02 22:27:08 -08:00
Chris Robinson
e6e7c69013
Fix handling of filtered entities
2013-02-02 05:26:52 -08:00
Chris Robinson
c6a9ea5007
Use the skeleton as defined in the NIF model
...
The avoids having to duplicate models that get attached to different character
skeletons.
2013-01-30 22:37:39 -08:00
Chris Robinson
b6354c6282
Don't share skeleton instances between bounded parts on an NPC
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However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
0853fa335c
Avoid redundant string concatenations
2013-01-29 01:36:17 -08:00
Chris Robinson
487c83e943
Rename nonaccum to animroot
2013-01-28 22:09:41 -08:00
Chris Robinson
e1d3933145
Remove an unused struct
2013-01-28 01:27:12 -08:00
Chris Robinson
b1ffdf855f
Reset the initial state of animated nodes on the skeleton instances
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This is so the animation specifies node keyframe data based on the node's
parent. This will also be necessary for applying animations from different
skeleton sources, as they can have different binding positions (even native
.skeleton resources will need to specify animation data this way).
2013-01-26 04:48:53 -08:00
Chris Robinson
d836b3d0ff
Don't try to create animations if there's no text keys and nonaccum node.
...
Such meshes apparently use NiBSAnimationNode, a Bethesda-specific extension
which has animation-related info in its flags (values currently unknown).
2013-01-22 00:24:57 -08:00