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XML:ONLV: Difference between revisions

443 bytes added ,  5 March 2013
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Some [http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/scel_vertexcolor.htm,topicNumber=d30e45698 reading material], maybe it contains something useful for us.
Some [http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/scel_vertexcolor.htm,topicNumber=d30e45698 reading material], maybe it contains something useful for us.
           
 
Something [http://oni.bungie.org/community/forum/viewtopic.php?pid=29089#p29089 better at ocf?]
 
      
      
====<Rooms>====
====<Rooms>====
This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids.
This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids.
(What the heck does BNV stand for? Bungie Node Volumes?) ^_^
* every ghost wall has to be parallel to 2 room quads
* uneven ground tolerance +/- 2 in height.
BSL commands:
* chr_show_bnv = 1 shows number of bnv the player is standing on
* ai2_showgrids = 1 shows pathfinding grids
* ai2_chump spawns a friendly striker that follows the player if possible




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