Monday, April 20, 2009

MHColour 2009 Update 7

I started on the radiosity implementation yesterday, and very quickly made an unholy mess of the code, so right now I'm looking to pull back and go back to the old standard method. I got far enough to satisfy myself that there was no way it was going to work out well, so not too much time lost, thankfully, and at least I've satisfied my own curiosity.

Also, I've decided that rather than set torches to a fixed orange colour, I'm going to open the model and derive a light colour from it's texture. This means a fairly heady dive into progs.dat (with a mini progs interpreter built into the program!), but I've already completed that part. Model loaders come next (I'm thinking sprite and alias first, possibly followed by BSP - you never know what a mod might do!!!) This was prompted by the realisation that there's nothing to stop a mod having a blue torch if the author wants one.

All of that will require an enhanced PAK loader similar to the Quake engine, rather than the fairly rough and ready one I have at the moment, and of course it also means even more delays, but the end result will be a much better program.

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