User:Cazomino05: Difference between revisions
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Fixes for a later date: | Fixes for a later date: | ||
* Support v1 Animation files. (Non Static Block | * Support v1 Animation files. (Non Static Block Name length) | ||
* Use the Animation equivalent of RpClumpStreamRead in combination with the commented code in CRenderWareSA::ReadIFP to facilitate better parsing of IFP files and better crash checks (might be able to load animations into existing blocks?) - Note: Could fix the above as well. | * Use the Animation equivalent of RpClumpStreamRead in combination with the commented code in CRenderWareSA::ReadIFP to facilitate better parsing of IFP files and better crash checks (might be able to load animations into existing blocks?) - Note: Could fix the above as well. | ||
* Work out what the extra paramaters in the RWStream implementation of CAnimManagerSA::LoadAnimFile are used for. | * Work out what the extra paramaters in the RWStream implementation of CAnimManagerSA::LoadAnimFile are used for. |
Revision as of 12:53, 2 May 2010
Todo
Break at least one of Gamesnert's resourcesFix Gamesnert's resource
Custom Animations Branch
Todo:
Test Loading AnimationsNOTE: Loading animations which are already in SA will lock up the game when they are used or failing that cause an assertion in the sync code.- Unload custom animations on exit
Create an IFP Element to facilitate unloading.- Create a function to unload IFP's. CAnimManagerSA::RemoveAnimBlock seems like the best way to do this.
Fixes for a later date:
- Support v1 Animation files. (Non Static Block Name length)
- Use the Animation equivalent of RpClumpStreamRead in combination with the commented code in CRenderWareSA::ReadIFP to facilitate better parsing of IFP files and better crash checks (might be able to load animations into existing blocks?) - Note: Could fix the above as well.
- Work out what the extra paramaters in the RWStream implementation of CAnimManagerSA::LoadAnimFile are used for.