Commit graph

154 commits

Author SHA1 Message Date
Matt Penny 6607838b8d Rename skeletool loadScene() isLevel argument to shouldSimplify and invert logic
This is more accurate to what the code is actually used for, making it
easier to understand.
2024-10-05 00:07:13 -04:00
Matt Penny b29b5c2b8d Autogenerate static collision for fizzler sides (#70)
Eliminates the two stationary dynamic collision objects that were
previously used.

This change refactors entities.lua and collision_export.lua to support
autogenerated static collision for any object which may need it in the
future.
2024-06-06 23:39:56 -04:00
Matt Penny 1e8275eec3
Chamber 15 - first pass (#39) (#69)
* started on chamber 15

* fizzler width can now be scaled via blender object's scale.x

* fix fizzler rendering radius (remember, fizzlers are per default 2x2, still their internal width height was 1x1?)

* chamber 15 first room functionally complete

* chamber 15: first room decor

* finished first room of chamber 15

* test chamber 15 second room WIP

* chamber15 hallway from room 2 to room 3 (WIP) and more progress on room 2

* test chamber 15: added observation room to room2, added voice lines add the beginning

* test chamber 15: finishing room 2

* enable "new game" menu entry for chamber 15 & boot into the intro menu again instead of straight into chamber 15

* Start on shamber 15 hazard hallway

Hallway is modeled with collision. No platforms.

* Decals and platform + light cutouts for chamber 15 hazard hallway

* Animate one moving platform in chamber 15 hazard hallway

This one animation is ~19 KB. Look at optimizing.

* Add material for water hazard wall

* Use water hazard wall material in chamber 15

* Start modelling final room of chamber 15

* Chamber 15 final room - side rooms

* Chamber 15 final room - pistons and exit

* Chamber 15 final room - observation room

* Chamber 15 final room - ball launcher and catcher

* Chamber 15 final room - ball trap and indicator lights

* Chamber 15 final room - ball trap doors

* Chamber 15 final room - collision

* Chamber 15 final room - animations and triggers

* Chamber 15 - escape hatch

* Chamber 15 - finish final room

* Chamber 15 - start on room 3

* Chamber 15 - main room 3 layout and collision

* Fix UV translation

Do not translate minimum coordinates, otherwise the translation will be
cancelled out.

* Chamber 15 - room 3 stair room

* Chamber 15 - room 3 dividers and ball launcher/catcher

* Chamber 15 - room 3 finishing touches

* Observation room decor
* Triggers
* Indicator lights
* Decals

* Chamber 15 - merge beginning and end

* Chamber 15 - fix room boundaries

---------

Co-authored-by: Deconimus <pascal.sielski@gmx.de>
Co-authored-by: Deconimus <Deconimus@users.noreply.github.com>
2024-05-28 01:53:02 -04:00
Giacomo Garbin 243682f1bf Fix typo in header file name. 2024-03-25 00:40:33 +01:00
Matt Penny 2b09deb1fe Fix off by one error which omitted final frame of animations 2024-03-16 00:47:29 -04:00
Matt Penny 394398b864 Support building Skeletool on Windows
* Do not include execinfo / backtrace (should implement Windows
  equivalent in the future)
* Define YAML_CPP_STATIC_DEFINE, which should have been set anyway
2024-01-14 00:37:34 -05:00
Matt Penny e176966be8 Ignore skeletool and vtf2png binaries with file extensions
On Windows, these binaries will have a .exe extension
2024-01-08 22:43:20 -05:00
hackgrid d5504423b7
skelatool64: cleanup everything 2023-12-13 15:05:28 +01:00
hackgrid 8f77eca8d3
skelatool64: make setup_dependencies.sh more robust 2023-12-13 15:04:41 +01:00
rxhfcy 47cb930d80
skelatool64: further fix make clean
also delete CImg_*
(e.g. CImg_3.1.3.zip, CImg_3.1.3.zip.1 etc.)
2023-12-12 17:49:46 +02:00
rxhfcy 8fe81bf910
skelatool64: fix make clean
use -f (force), so that skelatool64/build/ being empty isn't an error:
-> rm -rf build/

also remove the skelatool64/skeletool64 binary:
-> rm -f skeletool64
2023-12-12 15:53:04 +02:00
hackgrid d51b800588 skelatool64: fix "pessimizing-move" warnings + clean build with main Makefile. Fix typo. 2023-12-11 19:19:50 +01:00
James Lambert d64d54a9e7 Fix issue with portal not covering orange light decal 2023-12-01 19:53:32 -07:00
James Lambert 516b30b0b4 Only offset portal surface when trying decals are on the same surface 2023-11-26 21:20:11 -07:00
James Lambert 5c345c25d8 allow levels script to detect decals 2023-11-26 20:39:03 -07:00
James Lambert 0f5d6b29f6 Fix model export 2023-11-20 21:55:09 -07:00
James Lambert 6cae08d652 Allow armature to be pre z sorted 2023-11-20 21:55:09 -07:00
James Lambert 0a65dd3fb2 Fix some problems with bvh creation 2023-11-01 20:28:26 -06:00
James Lambert 1d7f990db8 Get bvh building kinda working 2023-11-01 20:28:26 -06:00
James Lambert fdc52abbdf work on static BVH 2023-11-01 20:28:26 -06:00
James Lambert e1a5a2c852 Get metal reflection effect working 2023-10-20 21:38:11 -06:00
James Lambert 5bdefbf465 Merge coplanar static meshes to reduce culling load 2023-10-02 21:20:52 -06:00
James Lambert 6395378285 Generate cutscene yaml and operators yaml 2023-09-02 17:59:01 -06:00
James Lambert ec52a15372 Fix portal gun z issues 2023-09-01 22:01:14 -06:00
James Lambert e4d12713ec z sort portal gun 2023-08-18 22:12:20 -06:00
hackgrid 3aff473bcc
Avoid truncate warning in CFileDefinition 2023-08-07 12:22:09 +02:00
lambertjamesd ae5b57109b
Merge pull request #205 from westonCoder/lua-compilation-fix
Force luac5.4 Compile
2023-08-05 20:58:25 -06:00
James Lambert 1ab857e008 Bring changes over from work done for n64 game jam 2023-08-05 13:07:08 -06:00
westonCoder ba6ee8cce5 Force luac 5.4 Compile
one line change in makefile for skeletool, simply requires that user use luac5.4 just incase they have multiple luac/lua versions.
2023-07-28 09:15:49 -05:00
James Lambert 69a44eba1d Move animated meshes to be dynamically loaded 2023-07-15 21:08:37 -06:00
James Lambert e088c3959b Get ambient lighting block working 2023-06-06 19:54:18 -06:00
James Lambert a16c7f9732 Work on static lighting 2023-06-06 08:14:49 -06:00
James Lambert 0e2a45665d Work on static lighting code 2023-06-06 08:14:49 -06:00
James Lambert 57e4544fee Add color to lua meshes 2023-06-06 08:14:49 -06:00
James Lambert 0eb3a399a0 fix door not closing all the way
fix auto uv generator
2023-04-13 06:44:01 -06:00
James Lambert c2bb0772f4 Fixup uv rotations 2023-04-12 20:26:41 -06:00
James Lambert e9e443ebeb Refactor door to be controlled by animation controller to allow for multiple door types 2023-03-26 21:33:23 -06:00
James Lambert c87ea72890 Update setup instructions 2023-03-03 22:10:50 -07:00
James Lambert b2553911b4 Fix 32bit textures 2023-01-20 19:42:41 -07:00
James Lambert 1ff35c25f2 Start work on ball launcher, ball catcher, and ball 2023-01-16 14:36:32 -07:00
James Lambert 8d0be1c12a Get animation working with cutscenes and get switch object workings 2023-01-02 20:10:29 -07:00
James Lambert 44c9974afb Get animations working for now 2022-12-31 16:12:35 -07:00
James Lambert 687b14d7b8 Fixup how meshes are converted into world space 2022-12-31 13:32:01 -07:00
James Lambert be1f6dd243 Allow static to be modfied by a transform 2022-12-30 21:58:05 -07:00
James Lambert 226057dd61 Build out level animation export logic 2022-12-30 20:28:27 -07:00
James Lambert ff3545d409 Work on animation export code 2022-12-29 21:58:29 -07:00
James Lambert 47d4b702aa Remove old level generation code 2022-12-28 20:52:52 -07:00
James Lambert 13810c40d6 Fix trigger generation from lua 2022-12-24 12:02:12 -07:00
James Lambert e348d8163e More work on level generation via luascript 2022-12-23 19:20:25 -07:00
James Lambert 9fc4680753 Update docs 2022-12-22 22:02:43 -07:00