some of you might know my project "Die Geschichte von Harkon" (The story of Harkon) for CR. I now decided that it is time to switch to Open Clonk and started to "port" the first chapter to Open Clonk. The current status of the projekt (and a first OC screensho ;-) ) can be seen on the clonkforge project page http://clonkforge.net/pr.php?pr=1415 . I want to use the OC Forum to give every now and then some updates on the development and discus some questions of how some things can be best ported to Open Clonk.
Some things I am already uncertain about are:
What I should to the the entries of the context menu (hide the clonk, Quicksave/Quickload)?
There probably isn't a possibility to include animations of the standard clonk in a derived clonk (like the assassin, knights, mages, ect.) and append some animations to the clonk?
Are there some good conversion scripts around which can for example port an act map?
I will definitively come up with more questions and topics of discussion ;-)
The context menu can be hidden under a new key which opens a menu with some options. I think there is already some explanation somewhere here in the forum on how to set that up (adding new keys for a scenario or folder).
I don´t know of any scripts for the ActMap (I think you need to do this by hand, since also quite some functionality has changed or has been removed).
The different clonk types can be realized as skins of course.
For stuff like helmets, hats, capes etc. It would be cool to outsource them into attached submeshes since it allows recombination to create more variety in NPCs.
I think Guenther has an actmap conversion script.
context menu entries: just implement them as custom keys. E.g. F5/F6 for quicksave/quickload. No need to create a menu for that.
> Clonk animations: I think you should contribute the extra animations to our default clonk. Animations are cheap memory-wise and they are very helpful e.g. when putting life into NPCs.
We could also think about merging skeleton files, then we could add animations for the Clonk from multiple skeleton files.
Also, what happens if I have a submesh with the Clonk skeleton and attach it to a Clonk? Will the vertices move with the Clonk animations?
> Also, what happens if I have a submesh with the Clonk skeleton and attach it to a Clonk? Will the vertices move with the Clonk animations?
I don't think I understand the question. A submesh in OGRE parlance is a part of a single mesh, multiple submeshes can for example be used to use different materials for different parts of the mesh. But (in Clonk) you can only attach meshes to a other meshes, not submeshes. When you attach a "hat" mesh to the "clonk" mesh, then yes, the hat will move along with the clonk if the clonk moves its head. But I'm not sure if this is the question you were asking?
By the way, with additional skeleton files, only new animations could be added to an existing mesh, but not new bones. So if you need new bones, the original skeleton (and mesh) have to be altered. The reason for this is that the assignment of vertices to bones is defined in the mesh, not the skeleton (even though the bones themselves are defined in the skeleton... it's a bit confusing).
But what about a cape or new set of pants, armor, etc? This would have to move just like the Clonk does, so the vertices are assigned to multiple bones.
Imagine the Clonk skeleton, but the mesh is for example a knight's armor (just the amor parts, no parts that would be visible on the current clonk). I want to create a new object, the graphics consist of this armor model. Then I want to attach it to a Clonk and have it have the same animation as the clonk at all times.
Update: Got cmake to be recognised.
Update2: Now cmake is running, but generates errors on one of the commands.
This means, you can use C, C++, C# and all other languages as if this edition were a paid version, but it is Open Source under MIT license.
MaterialZoom=xin the landscape section of scenario.txt to make materials sharper. I think the default zoom is 4... Increasing it helps to keep textures sharp even when the player zooms far in.
Just thought that would be nice to know for a RPG since it has to look good.
Also, was the idea ever discussed to include Harkon-like buildings in objects.ocd?
> Also, was the idea ever discussed to include Harkon-like buildings in objects.ocd?
Yes, in the German part of the forum: http://forum.openclonk.org/topic_show.pl?pid=26344#pid26344
This could be committed to the main repos in the Decoration.ocd folder (which should contain only objects which don't have any functionality).
I need to retain some cool things to make the Harkon release cool ;-)
but this link is down... any way to get it somewhere else?
i wonder why this scenario isn't on ccan or at least available to download in the forum? this seems like a big pack to me, which should be easy to find ;)
The OpenClonk version is still in development (or is it?)
Although I see that it's going to take time, considering all the Knights and M&M stuff Harkon CR is dependent on.
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