Search found 49 matches

by crassell
23 Sep 2017, 23:36
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 88931

Re: OpenGEX as .Nif alternative for OpenMW

I think I'm just showing my ignorance on how blender would be configured to append this collision metadata in the existing osg format export for animation files. I still have to study the format to know if the animation format is mesh plus bone transformation data or is the mesh in a different file ...
by crassell
23 Sep 2017, 18:45
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 88931

Re: OpenGEX as .Nif alternative for OpenMW

Yay I assume you're aware of the discussion in the other thread where the consensus was to try importing osgAnimations into our animation system, rather than extending the osg format with our own animation classes. These are the steps I'm thinking about taking so far: 1. take some trivially simple ...
by crassell
23 Sep 2017, 17:45
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 88931

Re: OpenGEX as .Nif alternative for OpenMW

Trying not to spawn another thread I'm going to take up the osgt/osgb importer/export support for animations before finishing my generic elder scrolls / fallout nif parser. When you say the below: - Move KeyframeController out of nifosg into a component (e.g. sceneutil) and make it not depend on Nif...
by crassell
20 Sep 2017, 03:56
Forum: General Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 10302

Re: Generic nif engine importer for openmw

A lot of discussion happened while I slept it seems. So development is convoluted, with submodules and the rest. The idea that the nif format is defined in xml is not that bad (read once), once loaded into memory is nifxml not longer needed. Good to hear that nifxml is a solid choice at least from a...
by crassell
19 Sep 2017, 06:42
Forum: General Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 10302

Re: Generic nif engine importer for openmw

I'm a member of the niftool effort. Awesome. Someone who knows some history behind niftools development! Ugh.. nif.xml (I hated this and it being broken for things while in development). This doesn't give me much confidence in what i'm currently basing my work on :(. Is the nif.xml unreliable in ge...
by crassell
19 Sep 2017, 00:30
Forum: General Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 10302

Generic nif engine importer for openmw

In my attempt to understand format import options for animation, I wanted to first understand our entire asset import component set (nif, nifosg, nifbullet). After reviewing the nif streaming and parsing code, I noticed that will be a manual maintenance pain to support all of the various newer nif v...
by crassell
16 Sep 2017, 03:36
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14320

Re: first pass at third person over the shoulder option

Posting here in case anyone else is still interested in testing out the options for third person over the shoulder targeting: https://github.com/OpenMW/openmw/pull/1425 I explain in the last comment the 2 options I implemented as candidates for target alignment for shooting. If anyone is interested,...
by crassell
09 Sep 2017, 03:23
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14320

Re: first pass at third person over the shoulder option

Why do you have to triangulate at all? There's an angle created between the camera perspective and the player model perspective to meet the target under the crosshair when the bow is fired. This is inevitable in third person over the shoulder because of the placement of the player model relative to...
by crassell
08 Sep 2017, 14:51
Forum: General Development
Topic: game mechanics code optimization
Replies: 6
Views: 3664

Re: game mechanics code optimization

I looked into that but unfortunately the PR is for a proposed changeset. What would be nice is to review an entire file / set of files from top to bottom. A large code audit would be very useful in case massive code re-factoring is warranted. I think I saw some hints at how you could fake this on gi...
by crassell
07 Sep 2017, 23:23
Forum: General Development
Topic: game mechanics code optimization
Replies: 6
Views: 3664

Re: game mechanics code optimization

that means the list isn't sorted correctly for what you want to do to it. If a list is multi-purpose, with different purposes using different entries, it may even be better to have separate lists (and don't be fooled by virtual functions; they're basically just switch statements in disguise). I did...