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[Adonthell-devel] Re: Status update

From: Kai Sterker
Subject: [Adonthell-devel] Re: Status update
Date: Mon, 24 Aug 2009 18:27:39 +0200

On Fri, Aug 14, 2009 at 11:17 PM, Kai Sterker<address@hidden> wrote:

> Basically you can have multiple sprites, each of which can be
> represented by multiple shapes. So I did come up with the following UI
> (see attached shot). I'll see if I can fill in the most basic editing
> functionality over the next couple days. Won't be anything fancy,
> though, but hopefully enough for creating basic models.

Despite trying to do everything but editor work, modeller is finally
taking shape. The screenshot shows it in action, the code itself needs
a bit of cleanup before it can be committed.

What you see is the character sprite loaded and a first shape added to
one of the animations. There are 4 handles on the shape, to change
it's position, lenght, width and height. Position will change x and y
axis when dragged, and z axis when shift-dragged. (Dragging the
handles actually needs to be implemented next, but since the handle
positions are known, this should be a piece of cake)

Rendering is using the mapengine renderer, so what can be seen will be
exactly how it will later appear in game too.

Oh, and there probably needs to be a "duplicate" button, so that
shapes can be copied from one animation to another. Otherwise it gets
too tedious with sprites like NG, consisting of 12 animations (and
possibly more to come).

There's other work left too, but not much more to make modeller
actually functional. I'll keep you updated. In the meantime, further
ideas and suggestions are welcome.


Attachment: modeller.jpg
Description: JPEG image

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