I'm sorry to say that we didn't draw the font ourselves from scratch. It is also not part of this GUI package. (Maybe it should be?)
It's the font we use for our game. We combined a few open-source fonts and modified them a bit and fixed a few things to fit our needs, but the real awesomeness comes from the original fonts.
One of the original fonts (the one you want) is: Black Chancery (From Doug Miles' Black Chancery bitmap font. Outlines by Earl Allen & Doug Miles. Public domain.) Just google it.
Sorry for being late, but at my place it's still 1. October :) Here is my entry. The graphics are drawn by moOshiE, our 2D artist, not by me, I only made the CEGUI files! Enjoy!
It is 0:44 at my place, I will go to sleep and upload our entry correctly tomorrow (still the 01.10 then :)). It's still missing tooltips, so we would have something to add in case you re-run the contest. But wait a few hours for our entry please :)
sorry for the confusion, with "detached bones" I was talking about the bones with the dashed lines in blender, where their start is not the same as the tail of their parent, cal3d can't handle those.
As for the face rigs, I don't know, they are usually done using "morph targets", I have never seen it done with bones, though you may try it.
Maybe this is true for MD5 models (I don't know them at all), but for Cal3D I can say that this is not the case. Cal3D is the exact opposite: it stores the hierarchy of the bones and has problems (read: cannot handle) "detached" bones. For every bone it stores: parent bone, "translation" (aka: parent bone's length, NOT "how far from parent bone's end I am" like in detached bones you use for the legs) and bone rotation.
Wee this is great looking, how can I have missed it :)
I'm sorry to say that we didn't draw the font ourselves from scratch. It is also not part of this GUI package. (Maybe it should be?)
It's the font we use for our game. We combined a few open-source fonts and modified them a bit and fixed a few things to fit our needs, but the real awesomeness comes from the original fonts.
One of the original fonts (the one you want) is: Black Chancery (From Doug Miles' Black Chancery bitmap font. Outlines by Earl Allen & Doug Miles. Public domain.) Just google it.
Same for us, it's like we rediscovered the fire ;-) Dime you are the best! And Lamoot your GUI looks really great too, I must confess.
Sorry for being late, but at my place it's still 1. October :) Here is my entry. The graphics are drawn by moOshiE, our 2D artist, not by me, I only made the CEGUI files! Enjoy!
http://opengameart.org/content/arkana-fts-gui
It is 0:44 at my place, I will go to sleep and upload our entry correctly tomorrow (still the 01.10 then :)). It's still missing tooltips, so we would have something to add in case you re-run the contest. But wait a few hours for our entry please :)
sorry for the confusion, with "detached bones" I was talking about the bones with the dashed lines in blender, where their start is not the same as the tail of their parent, cal3d can't handle those.
As for the face rigs, I don't know, they are usually done using "morph targets", I have never seen it done with bones, though you may try it.
Welcome! :)
Haha this is a perfect fit for zombies or doom-like :) Great, love it, even as non-game-related music!
This is a nice one, thank you.
Maybe this is true for MD5 models (I don't know them at all), but for Cal3D I can say that this is not the case. Cal3D is the exact opposite: it stores the hierarchy of the bones and has problems (read: cannot handle) "detached" bones. For every bone it stores: parent bone, "translation" (aka: parent bone's length, NOT "how far from parent bone's end I am" like in detached bones you use for the legs) and bone rotation.
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