new features of Arcana Manor build

I’ve added these new Features to the most recent build of Arcana Manor:

Modified the mission selection gui to go directly to the Arcana Manor mission, along with an appropriate introduction in the loading screen

new gui: a hexagram with a colored gem at each point which lights up and makes a sound when the cursor is passed over it

the elven sorceress as the player avatar instead of the generic Torque Orc

This allows me to briefly switch to 3rd person view rather than 1st for spellcasting without embarrassment

22 3d tarot cards, modeled in Softimage and exported (each with one item script, one execution in game.cs, one custom material, one correctly named png texture and one folder)

Each card placed in the proper position on the sephiroth where the amorphous tarot cubes formerly were.

To do this, I finally got Matt Summers’ XSI Beta 2 Exporter working

Tarot cards corrected to not respawn, so that they are unique items, but still to play sounds when they are picked up and before they are deleted from the world.

A Stormbringer-style black runesword (modeled, UV mapped, textured, exported, custom shader applied, added to engine)

A custom sound plays when Stormbringer is picked up

An long wand with an ankh at its top (tribute to Ultima IV), to replace the generic short wand (which looked too much like a bedpost)

Can toggle between default first-person gameplay, with free look camera and cursor targeting, and spell targeting mode for the afx-driven spells (thanks to Gibby’s AfxFPS resource for this)

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