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Paradox-01 (talk | contribs) m (collision boxes via "_marker_barrier") |
Paradox-01 (talk | contribs) m (notes on other env marker textures) |
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* ''Ghosts'' are vertical planes. You need a ''ghost'' to connect two parallel ''rooms''. | * ''Ghosts'' are vertical planes. You need a ''ghost'' to connect two parallel ''rooms''. | ||
* Actually, those horizontal and vertical planes can have any name and don't need any texture. | * Actually, those horizontal and vertical planes can have any name and don't need any texture. | ||
* During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "_marker_ghost.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes. | * During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "'''_marker_ghost'''.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes. | ||
* In Mod Tool ''ghosts'' and ''rooms'' can be grouped under a null object. Right-click the null object to select all its children, then use "Selection Only [x]" as saving option. That way all the planes can be quickly saved to a *.dae file. | * In Mod Tool ''ghosts'' and ''rooms'' can be grouped under a null object. Right-click the null object to select all its children, then use "Selection Only [x]" as saving option. That way all the planes can be quickly saved to a *.dae file. | ||
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Just create a box or other simple geometry around the problematic object and apply a textured to it named "'''_marker_barrier'''". Ingame the box will be invisible and has collision so characters can't get through. The pathfinding grid will be red where it comes in contact with the box, red is followed by a light green and then green. | Just create a box or other simple geometry around the problematic object and apply a textured to it named "'''_marker_barrier'''". Ingame the box will be invisible and has collision so characters can't get through. The pathfinding grid will be red where it comes in contact with the box, red is followed by a light green and then green. | ||
'''stairs''' | |||
texture: '''_marker_stairs''' | |||
Results in flags: Stairs Transparent TwoSided Invisible NoObjectCollision NoOcclusion | |||
Ramps can also be applied with sloping bnv ''room'' quads. So what can Stairs do better? | |||
If the stair cases are somewhat too big, characters might be still able to move on it because this quad has character collision. No effect to pathfinding creation(?). | |||
'''impassable''' | |||
texture: '''_marker_impassable''' | |||
Results in flags: Transparent TwoSided Invisible NoOcclusion | |||
Can be used as alternative to _marker_barrier, the pathfinding grids will be also red, light green, and green | |||
'''blackness a.k.a. jello fix''' | |||
texture: '''_marker_blackness''' | |||
Results in flags: TwoSided NoCollision | |||
Simply black walls. No effect to pathfinding creation. | |||
'''doors''' | |||
texture: '''_marker_door''' | |||
Results in flags: DoorFrame Transparent TwoSided NoCollision NoOcclusion | |||
Appears not very useful. No effect to pathfinding creation. | |||
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'''AGQG flags''' - appears to be used by '''textures.xml <GunkFlags>''' (just some or all of them ?) | '''AGQG flags''' - appears to be used by '''textures.xml <GunkFlags>''' (just some or all of them ?) | ||
<!-- : None --> | <!-- : None --> | ||
: DoorFrame (invisible quad that uses the TXMP_DOOR_FRAME texture) | : DoorFrame (invisible quad that uses the TXMP_DOOR_FRAME texture), appears to have no relevance | ||
: Ghost (pathfinding volume separator, see [[OBD:AKVA|AKVA]] etc) | : Ghost (pathfinding volume separator, see [[OBD:AKVA|AKVA]] etc) | ||
: StairsUp | : StairsUp | ||
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: Triangle | : Triangle | ||
: Transparent | : Transparent | ||
: TwoSided | : TwoSided (make polygons visible from both sides) | ||
: NoCollision | : NoCollision (no character collision, no particle collision) | ||
: Invisible | : Invisible (makes polygons visible; tip: use two-faced wall for no transition, use one-faced wall for one-way transition) | ||
: NoObjectCollision | : NoObjectCollision (no particle collision) | ||
: NoCharacterCollision | : NoCharacterCollision (characters can go through polygons) | ||
: NoOcclusion | : NoOcclusion | ||
: Danger | : Danger (automatic creation via _marker_danger texture) | ||
: Horizontal (slope > 70°) | : Horizontal (slope > 70°, automatic creation) | ||
: Vertical (slope < 70°) | : Vertical (slope < 70°, automatic creation) | ||
: GridIgnore | : GridIgnore (onisplit will ignore the object when it calculate the pathfinding grids, so the grids will be white) | ||
: NoDecals | : NoDecals (decals can't be applied to object, doors use this) | ||
: Furniture | : Furniture (Cntl + Shift + s: makes furniture textures red) | ||
: ProjectionBit0 | : ProjectionBit0 (automatic creation) | ||
: ProjectionBit1 | : ProjectionBit1 (automatic creation) | ||
: SoundTransparent | : SoundTransparent | ||
: Impassable | : Impassable | ||
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;Impassable | ;Impassable | ||
:Probably used by forcefields and end of level boundaries (like in state archive level). | :Probably used by forcefields and end of level boundaries (like in state archive level). | ||
---- | |||
vertex color shading at: | |||
<AGQG id="4"> | |||
<Quads> | |||
<AGQGQuad> | |||
<Colors>RGB[A] | |||
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