XML:ONLV: Difference between revisions

1,411 bytes added ,  25 June 2012
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I consider this as a ''fail''. Oni would need bigger view range and a texture support of 2096x2096.
I consider this as a ''fail''. Oni would need bigger view range and a texture support of 2096x2096.
==ideas for onisplit==
Neo might update OniSplit so that it is searching specific strings in object names of a dae level file.
'''Cutscene cams'''
* string "cutscene''N''" (e.g. cutscene231) -> OBAN
'''Doors'''
* string "door*" (e.g. doorBlastDoorMX2000) -> DOOR + BINACJBODoor + OBAN
** but if the string is "door*clone''N''" then the DOOR and OBAN creation gets skipped (e.g. doorBlastDoorMX2000clone3), only class name, rotation and position get written into BINACJBODoor
'''Animated objects'''
* string "*_BeforeAnim": that's first static object with collision data (e.g. BlueCar1_BeforeAnim)
* string "*_InAnim": that's the animated cutscene object (e.g. BlueCar1InAnim)
* string "*_AfterAnim": that's the second static object with collision data (e.g BlueCar1_AfterAnim)
'''Fake-destructible objects'''
* string "*_BeforeAnim": that's first static object with collision data (e.g. WallOfWood2_BeforeAnim)
* string "*_Fragment''N''": that's the group of animated cutscene objects (fragments of the static object) (e.g. ConcretWall2_Frag5)
* string "*_ColFrag''N''": that's the group of static objects with collision data (e.g. ConcretWall_ColFrag5)
* string "*_NoColFrag''N''": that's the group of static objects without character collision (e.g. ConcretWall_NoColFrag5)<br>NoColFrag would be useful if the fragments are quite numerous and small and hence would pose a problem to the pathfinding
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