Progress!

Today I made a hud using the new itemInfo bindings and the animatedSprite code I created.

NewHud

All of the numbers are contained in one texture (the animated sprite) and can be referenced by frame:

anim_numbers

I also JUST finished a new binding that lets lua coders write game shaders right in their scripts.

local data =
[[{
cull back
deformVertexes wave 100 sin 0.8 0 .5 1
polygonoffset
{
map gfx/colors/black.tga
}
}]]
local s = CreateShader(data)
local rmodel = LoadModel(“models/gibs/skull.md3”)
local tr = PlayerTrace()
local pos = tr.endpos + Vector(0,0,50)
local ref = RefEntity()
ref:SetColor(1,1,1,1)
ref:SetPos(pos)

local function d3d()
ref:SetShader(0)
ref:Render()
ref:SetShader(s)
ref:Render()
end
hook.add(“Draw3D”,”cl_shadertest”,d3d)

Result:

shot0022

I plan to write some kind of wrapper for this, something like:

local s = Shader()
local stage1 = s:AddStage()
stage1:AddParam(“blah”)
…etc

In other news, I am working on a help menu so people will know how to use this thing:

shot0023

shot0024

shot0025

The help menu uses a small markup language I wrote (similar to HTML) for quakeconstruct. So I should be able to churn out a pretty detailed help system.

So that’s the status of things as of right now, I’ll keep you guys posted (more often, I promise).

-Hxrmn

Leave a comment


Design a site like this with WordPress.com
Get started