Monthly Archives: April 2010

Shader Library; DOF problems

I’m writing a “shader library” for the game that will allow stacked shaders with dynamic settings. Pretty cool. The extension for such data will be *.osd (Orbital Shader Data). I’ll probably release the source along with the engine. The Depth … Continue reading

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Switch to GM8…

So, I switched development of Orbital to GM8.0 Pro, and I have to say I was pretty pissed to find out that Mark scrapped the old background_add() and changed the name of the background_add_alpha() function to background_add(). Which makes OMDTool’s … Continue reading

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OADTool/OMATool in progress

I’m creating a skeletal animation system – by skeletal, I mean that each bone has its own model with scale and rotation that is inherited, not skeletal as in bones influencing vertices. I can’t think of a name for the … Continue reading

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New Player Models; New OMDTool; Surface Fix

Finally – screenshots. I’ve found some player models (the old one was too high poly) that I’ll use for multiplayer & campaign. You will be able to choose from 5 models in 4 different colors when you play online (sounds … Continue reading

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