Category Archives: Engine

Category for engine progress, as opposed to game progress.

Website Update; Skeletal Animation System; Weapon Customization

Some styles of the orbital studios website have been updated (home page, screenshots page, and page navigation menus). Also, the screenshots page has been remade so it will load faster and look better. A skeletal animation system is currently in … Continue reading

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*.OBJ Separator

I just wanted to announce that there will be a nice feature in OMDTool for handling Wavefront *.obj files – OMDTool will separate the models for you if there are multiple objects or groups in the file. All *.mtl file … Continue reading

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Slight Progress

Hmmm… haven’t gotten very far lately. I really don’t have any screenshots to show either. I’m currently working on/getting to: 1. Setting up two maps, “Waterfront” and “Ruins”. 2. Learning about the P3DC DLL (which I will use instead of … Continue reading

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Another New M4A1 Model

As the title implies, I’ve had to find yet another M4A1 model. I had recently recompiled the previous one incorrectly (the game started running at ~20 fps), and I didn’t have the original Blender file with correct normals. The new … Continue reading

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Animation Editor

Check the screens over at the Weebly site (orbital-studios.weebly.com), along with some related screens in the OMDTool section. My current approach to animation will use typed in values for transformations for complete control and precision. I did have a mouse-based … Continue reading

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HDR/HDRI Screenshots

As promised, here’s some screenshots of the HDR/HDRI system I have in place. They aren’t screenshots of the map I’ve been working on, but the crates use the same textures so you can get an idea of what it will … Continue reading

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Editor

Well, I’ve made slight progress on the editor… you can’t see it in these pics of player mode, but it will be super awesome. Continue reading

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