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Thread: CAST II v 0.96 Released

  1. #11

    Re: CAST II v 0.96 Released

    It really looks good Mirage. Great work
    <a href="http://www.greatgamesexperiment.com/user/madwoody/?utm_source=gge&amp;utm_medium=badge_user"><img border="0" alt="Great Games Experiment" title="" src="http://static.greatgamesexperiment.com/badge/user/madwoody/gge400x56.png"></a>

  2. #12

    Re: CAST II v 0.96 Released

    Thanks.

  3. #13

    Re: CAST II v 0.96 Released

    A small update:
    An image conversion utility (imgcnv.exe) has been included with the engine as well as with Land demo.
    To use the default landbig.jp2 image as megatexture just run the "init.bat" file and the image will be converted automatically.
    The utility's source code is included in full SDK package.
    Thanks to Galfar for his amazing Vampyre Imaging Library.

  4. #14

    Re: CAST II v 0.96 Released

    The engine has been updated.
    Main new feature is .X model format support with skeletal animation.
    Now CAST II supports skeletal animation.

    Other objects can be attached to bones. To do this an object of class TSkeletalDummy should be created and "Base item" and "Bone index" properties set. Then all child objects will be attached to a chosen bone. A sample model with particle (fire) emitter attached to it can be found in default scene in .

    This feature allows for example to put a weapon in a character's hands.

    Download

  5. #15
    Co-Founder / PGD Elder WILL's Avatar
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    Re: CAST II v 0.96 Released

    Thats excellent. Any new media to show off the new features?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #16

    Re: CAST II v 0.96 Released

    It's hard to show how animation works on screenshots.
    A video should work but I don't try to make one yet.

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