Clothes now reflect the wearer's pose.
Or well, at the time of writing only the top does. The bottoms don't yet. But that's now a single function call away.
Clothes now reflect the wearer's pose.
Or well, at the time of writing only the top does. The bottoms don't yet. But that's now a single function call away.
I don't have much I can *legally* offer, but I'm willing to pay for someone to look at #ProjectSpecialK Model.cpp and tell me *exactly* what the fuck I'm doing wrong.
Is it me or are all four of these doing basically the same thing?
I feel like I've reinvented the wheel with this attempt to not load multiple copies of the same texture file, and the result is a bumpy piece of shit. I randomly get violations in the destructor when it's white.png or fallback.png, that have a high ref count.
https://github.com/Kawa-oneechan/psk/blob/main/ProjectSpecialK/Texture.cpp
There's probably a way to do it with std::shared_ptr but the details evade me.
... What *would* be the best way to handle sing-along data in music in #ProjectSpecialK anyway?
Here lies #ProjectSpecialK, on indefinite hiatus because of Weird Heap Shit.
What I'd like to do is render these pieces in the correct orientation, including the grass bits on top, but somehow make the actual grass texture always appear such that it faces right-side-up, like it does on the unrotated flat ground.
How would I do this?
And my third #ProjectSpecialK
question in a row, this time NOT related to OS differences!
In ACNH, the dialogue text is stored in MSBT files, or "Message Studio Binary Text". This format allows markup and dynamic effects, among other things.
In PSK, I use plaintext with "<tags:like:this>" for the same effect, stored in sets of JSON files.
Commonalities? There's commands and all strings have keys. That's it!
But it's not made in Message Studio, nor is it binary. (cont...)
I have no clue what I'm doing lol.
#AnimalCrossing: every regular villager has their own copy of the mesh, which is a waste *but* it allows things like Ankha's snake thing.
Original #ProjectSpecialK idea: Ankha and such get their own mesh and a flag to inform it, but the rest of 'em share a common mesh.
New idea just now: Ankha and Raymond share the same common mesh as *all* cat villagers, but the snake and glasses are separate, villager-specific accessory meshes.
Now imagine the deer.
This project may be dead in the water but at the very least I'm learning a lot of C++ from it.
oh yeeeeaaaah~