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Sunday, March 18, 2012

Woo!

I feel accomplished. A few material tweaks, to improve alpha blending on the billboard-esque bits, fixing the UV coordinates on a couple of meshes.

Got a HUD system in place. Essentially, the in-game menu and HUD uses Awesomium to display an HTML page for GUI elements. Yes, it's me being a bit lazy in regards to making GUI elements interactive. Awesomium can handle javascript and CSS3, etc. Means I don't have to worry too much about hit testing and scripting elements and juggling overlays and all that jazz.

I don't have to touch the GUI handling code anymore, just tweak the HTML that handles it, woot!

Also in the process of setting up some basic character controlling. This necessitates some game resources sooner-or-later, and I'm trying to get an easier work flow for setting up the resources. I'd love to find a NIF plugin for 3d studio max 2010 64-bit. I've, thus far, been too lazy to compile one myself. Or I could work up my own character bit setup tool, I suppose. Read up on the NIF and KF formats (They're both file formats used by the GameBryo engine that Bethesda uses. NIF is for mesh data, and KF is for animations.) and make my own tool to import parts and export them as OGRE Meshes.

The most tedious part of this is the NIF importer for 3d Studio Max doesn't seem to be capable of handling multiple animations. So to set up different animations on a skeleton, I'm having to import an animation, export the whole skeleton, convert it to XML, and copy+paste the transformations for that animation into a combined skeleton XML, then convert that skeleton to binary. Tedious! TEDIOOOOOOUS.

Either way, have a screenshot: This time, the mall so far in-game:

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