jlv wrote:Wouldn't be too hard to add more conventional light sources. They're built in to OpenGL. The thing that makes me hesitant is I've been thinking about switching to doing all lighting through HDR environment maps instead. Not sure I want to add more stuff that will just be obsolete in short order.
How short of order are you talking here?
I hate to ask you to give scripting a time frame because I know things don't always go as planned or what have you, but do you have an approximate idea of how long you expect it to take you?
Will old tracks still use the conventional light sources?
For stadium lighting, would we need someone to basically be under stadium lighting to make the map?
Probably pretty long short order on the environment map lighting, but the same would apply to making extra light sources and I'd rather put the effort into the environment map lighting since it can look really good when done right.
Still doing some other random stuff before I get started on scripting. Right now I'm making it open the window and process windows messages during the file scan. It's a little tricky since there are some circular dependencies introduced when I move the file scan back that need to be resolved. Needs some care to not break anything.
As far as a scripting time frame, just adding the ability to run scripts will be easy. The time consuming part will be connecting it to all the various things we want scripts to control. Not that that's so hard either, but there's potentially a huge amount of stuff to hook up. A good thing to discuss would be what you'd like hooked up first.
Here's what I can think of:
- Change textures or modify texture coordinates on objects.
- Move objects.
- Add armatures to objects and pose objects.
- Hooks for custom HUD.
- Hooks for custom UI.
- Custom timing for stuff like enduros.
That'd be close to the order I'd do things in. If you have any other ideas or think the order should be different this would be a good time to talk about it.