1
0
forked from 0ad/0ad

Changed actor colour syntax. Made the Actor Editor edit colours.

This was SVN commit r2189.
This commit is contained in:
Ykkrosh 2005-04-28 20:44:22 +00:00
parent 9cf5ed151d
commit 780b6e266b
16 changed files with 537 additions and 478 deletions

View File

@ -24,19 +24,19 @@
<group>
<variant name="dark brown">
<color rgb="75 61 38"/>
<colour>75 61 38</colour>
</variant>
<variant name="brown">
<color rgb="99 82 53"/>
<colour>99 82 53</colour>
</variant>
<variant name="medium brown">
<color rgb="138 110 61"/>
<colour>138 110 61</colour>
</variant>
<variant name="dark blonde">
<color rgb="186 154 92"/>
<colour>186 154 92</colour>
</variant>
<variant name="blonde">
<color rgb="255 194 78"/>
<colour>255 194 78</colour>
</variant>
</group>

View File

@ -26,19 +26,19 @@
<group>
<variant name="dark brown">
<color rgb="75 61 38"/>
<colour>75 61 38</colour>
</variant>
<variant name="brown">
<color rgb="99 82 53"/>
<colour>99 82 53</colour>
</variant>
<variant name="medium brown">
<color rgb="138 110 61"/>
<colour>138 110 61</colour>
</variant>
<variant name="dark blonde">
<color rgb="186 154 92"/>
<colour>186 154 92</colour>
</variant>
<variant name="blonde">
<color rgb="255 194 78"/>
<colour>255 194 78</colour>
</variant>
</group>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_cjv_a_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_cjv_a_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_cjv_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_cjv_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_cjv_e_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_cjv_e_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_csw_a_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_csw_a_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_csw_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_csw_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_csw_e_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_csw_e_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -1,66 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_su_2_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/celt_su_2_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="7" name="feet">
<texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

View File

@ -155,7 +155,7 @@ bool CObjectBase::Load(const char* filename)
EL(prop);
EL(mesh);
EL(texture);
EL(color);
EL(colour);
AT(file);
AT(name);
AT(speed);
@ -163,7 +163,6 @@ bool CObjectBase::Load(const char* filename)
AT(attachpoint);
AT(actor);
AT(frequency);
AT(rgb);
#undef AT
#undef EL
@ -201,8 +200,8 @@ bool CObjectBase::Load(const char* filename)
else if (option_name == el_texture)
m_Variants.back().back().m_TextureFilename = "art/textures/skins/" + CStr(option.getText());
else if (option_name == el_color)
m_Variants.back().back().m_Color = CStr(option.getAttributes().getNamedItem(at_rgb));
else if (option_name == el_colour)
m_Variants.back().back().m_Color = option.getText();
else if (option_name == el_animations)
{

View File

@ -140,16 +140,20 @@ void ActorEditor::ImportData(AtObj& in)
{
AtObj actor;
// Handle the global actor properties
if (wxString(in["Object"]["Properties"]["@autoflatten"]) == _T("1"))
actor.add("autoflatten", L"");
if (wxString(in["Object"]["Properties"]["@castshadows"]) == _T("1"))
actor.add("castshadow", L"");
// Create a single variant to contain all this data
AtObj var;
var.add("@name", L"Base");
var.add("@frequency", L"100");
var.add("@frequency", L"100"); // 100 == default frequency
// Things to strip leading strings (for converting filenames, since the
// new format doesn't store the entire path)
#define THING1(out,outname, in,inname, prefix) \
assert( wxString(in["Object"][inname]).StartsWith(_T(prefix)) ); \
out.add(outname, wxString(in["Object"][inname]).Mid(wxString(_T(prefix)).Length()))
@ -246,9 +250,12 @@ void ActorEditor::ImportData(AtObj& in)
}
else
{
// ??? unknown format
// ??? unknown format - this should have been noticed earlier
wxFAIL_MSG(_T("Invalid actor format"));
}
// Copy the data into the appropriate UI controls:
AtObj actor (in["actor"]);
m_ActorEditorListCtrl->ImportData(actor);
@ -362,4 +369,4 @@ void ActorEditor::OnCreateEntity(wxCommandEvent& WXUNUSED(event))
wxLogError(_("Failed to write XML data to file"));
return;
}
}
}

View File

@ -9,6 +9,8 @@ ActorEditorListCtrl::ActorEditorListCtrl(wxWindow* parent)
: DraggableListCtrl(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize,
wxLC_REPORT | wxLC_HRULES | wxLC_VRULES | wxLC_SINGLE_SEL)
{
// Set colours for row backgrounds (which vary depending on what columns
// have some data)
#define COLOUR(name, c0, c1) \
m_ListItemAttr_##name[0].SetBackgroundColour(wxColour c0); \
m_ListItemAttr_##name[1].SetBackgroundColour(wxColour c1)
@ -18,15 +20,17 @@ ActorEditorListCtrl::ActorEditorListCtrl(wxWindow* parent)
COLOUR(Texture, (f,e,e), (f,c,c));
COLOUR(Anim, (e,f,e), (c,f,c));
COLOUR(Prop, (e,e,f), (c,c,f));
COLOUR(Colour, (f,e,f), (f,c,f));
#undef COLOUR
AddColumnType(_("Variant"), 100, "@name", new FieldEditCtrl_Text());
AddColumnType(_("Variant"), 90, "@name", new FieldEditCtrl_Text());
AddColumnType(_("Freq"), 50, "@frequency", new FieldEditCtrl_Text());
AddColumnType(_("Model"), 160, "mesh", new FieldEditCtrl_File(_T("art/meshes/"), _("Mesh files (*.pmd)|*.pmd|All files (*.*)|*.*")));
AddColumnType(_("Texture"), 160, "texture", new FieldEditCtrl_File(_T("art/textures/skins/"), _("All files (*.*)|*.*"))); // could be dds, or tga, or png, or bmp, etc, so just allow *
AddColumnType(_("Model"), 140, "mesh", new FieldEditCtrl_File(_T("art/meshes/"), _("Mesh files (*.pmd)|*.pmd|All files (*.*)|*.*")));
AddColumnType(_("Texture"), 140, "texture", new FieldEditCtrl_File(_T("art/textures/skins/"), _("All files (*.*)|*.*"))); // could be dds, or tga, or png, or bmp, etc, so just allow *
AddColumnType(_("Animations"), 250, "animations", new FieldEditCtrl_Dialog(_T("AnimListEditor")));
AddColumnType(_("Props"), 250, "props", new FieldEditCtrl_Dialog(_T("PropListEditor")));
AddColumnType(_("Props"), 220, "props", new FieldEditCtrl_Dialog(_T("PropListEditor")));
AddColumnType(_("Colour"), 80, "colour", new FieldEditCtrl_Colour());
}
void ActorEditorListCtrl::DoImport(AtObj& in)
@ -89,6 +93,8 @@ wxListItemAttr* ActorEditorListCtrl::OnGetItemAttr(long item) const
return const_cast<wxListItemAttr*>(&m_ListItemAttr_Anim[item%2]);
else if (row["props"].hasContent())
return const_cast<wxListItemAttr*>(&m_ListItemAttr_Prop[item%2]);
else if (row["colour"].hasContent())
return const_cast<wxListItemAttr*>(&m_ListItemAttr_Colour[item%2]);
}
return DraggableListCtrl::OnGetItemAttr(item);

View File

@ -21,4 +21,5 @@ private:
wxListItemAttr m_ListItemAttr_Texture[2];
wxListItemAttr m_ListItemAttr_Anim[2];
wxListItemAttr m_ListItemAttr_Prop[2];
wxListItemAttr m_ListItemAttr_Colour[2];
};

View File

@ -15,6 +15,10 @@
#include "AtlasObject/AtlasObjectText.h"
#include "Datafile.h"
#include "wx/colour.h"
#include "wx/colordlg.h"
#include "wx/regex.h"
#include <string>
//////////////////////////////////////////////////////////////////////////
@ -26,6 +30,38 @@ void FieldEditCtrl_Text::StartEdit(wxWindow* parent, wxRect rect, long row, int
//////////////////////////////////////////////////////////////////////////
void FieldEditCtrl_Colour::StartEdit(wxWindow* parent, wxRect WXUNUSED(rect), long row, int col)
{
EditableListCtrl* editCtrl = (EditableListCtrl*)parent;
wxColour oldColour;
wxString oldColourStr (editCtrl->GetCellObject(row, col));
// Parse the "r g b" colour string (and ignore leading/trailing junk)
wxRegEx re (_T("([0-9]+) ([0-9]+) ([0-9]+)")); // don't use \d, since that requires wxRE_ADVANCED
wxASSERT(re.IsValid());
if (re.Matches(oldColourStr))
{
wxASSERT(re.GetMatchCount() == 4); // 1 for matched string, +3 for captured groups
long r, g, b;
re.GetMatch(oldColourStr, 1).ToLong(&r);
re.GetMatch(oldColourStr, 2).ToLong(&g);
re.GetMatch(oldColourStr, 3).ToLong(&b);
oldColour = wxColour(r, g, b);
}
wxColour newColour = wxGetColourFromUser(parent, oldColour);
if (newColour.Ok()) // test whether the user cancelled the selection
{
wxString newColourStr = wxString::Format(_T("%d %d %d"), newColour.Red(), newColour.Green(), newColour.Blue());
AtlasWindowCommandProc::GetFromParentFrame(editCtrl)->Submit(
new EditCommand_Text(editCtrl, row, col, newColourStr)
);
}
}
//////////////////////////////////////////////////////////////////////////
FieldEditCtrl_List::FieldEditCtrl_List(const char* listType)
: m_ListType(listType)
{

View File

@ -21,6 +21,14 @@ protected:
//////////////////////////////////////////////////////////////////////////
class FieldEditCtrl_Colour : public FieldEditCtrl
{
protected:
void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
};
//////////////////////////////////////////////////////////////////////////
class FieldEditCtrl_List : public FieldEditCtrl
{
public:

View File

@ -18,6 +18,8 @@
#include "wx/filename.h"
#include "wx/artprov.h"
#include "wx/file.h"
#include "wx/colordlg.h"
#include "wx/regex.h"
#include <vector>
#include <string>