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Paradox-01 (talk | contribs) m (env_shade completely overwrites vertex shading) |
Paradox-01 (talk | contribs) (gathered texture stuff) |
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* tips with cutscene charas: sync pelvis OBAN and partner TRAM | * tips with cutscene charas: sync pelvis OBAN and partner TRAM | ||
* notes on camera and film import ? | |||
* more information / updates for exported xml files | * more information / updates for exported xml files | ||
* ModTool: is it possible that a light source and an object draw a shadow on another object? | * ModTool: is it possible that a light source and an object draw a shadow on another object? | ||
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: [[#Breakable glass with BSL recognition|env_broken Id [Id]]] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18) | : [[#Breakable glass with BSL recognition|env_broken Id [Id]]] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18) | ||
: [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed) | : [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed) | ||
: [[#env_shade|env_shade Id Id R G B]] | |||
|- | |- | ||
|valign="top"| <GunkFlags> | |valign="top"| <GunkFlags> | ||
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* 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. | ||
;Danger quads | |||
You can influence the pathfinding creation of dangerous zones with danger quads. Read on [[#marker textures|HERE]]. | |||
Another kind of influence is the [[#<Model>|gunk flag]] IgnoreGrid. It can be used to let OniSplit ignore the object during pathfinding creation. The grids in that place will be white. | |||
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* ai2_chump | * ai2_chump | ||
:: spawns a friendly striker that follows the player if possible, makes also pathfinding grids visible | :: spawns a friendly striker that follows the player if possible, makes also pathfinding grids visible | ||
====<Textures>==== | |||
=====... used for exceptions===== | |||
This tag is mandatory. Textures become imported as they are; in the texture section you declare exceptions. | |||
<Texture Name="GOO"> | |||
<Format>bgra4444</Format> | |||
<GunkFlags>NoCollision</GunkFlags> | |||
<Image>env/images/GOO.tga</Image> | |||
</Texture> | |||
* There you can give a texture a special format, for example "bgra4444", to make it transparent. | |||
* Use gunkflag "TwoSided" to make surfaces visible from both sides. | |||
* If the texture comes with gunkflag "NoCollision" then all objects with that texture will have no collision. Characters would fall through it. | |||
Both makes sense, let's say, for a water-like substance. The biolab use this for an area with green acid. | |||
{| style="float:right" | |||
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/making_a_surface_transparent_and_twosided_zpsa8950d1f.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/making_a_surface_transparent_and_twosided_tn_zpsae6709f0.png] | |||
|} | |||
'''TwoSided and transparent objects''' | |||
It's also possible to set this in Mod Tool. Use one image source for diffuse and transparency. | |||
It won't work with two image sources even if both sources use the same image. See screenshot if you are still unsure about this. | |||
=====regular textures===== | |||
OniSplit automatically imports textures of objects in the [[#<Model>|<Model> section]]. Those objects could be considered as AKEV core geometry. | |||
'''one texture per object''' | |||
Furniture and Physics objects are allowed to have only one texture per object. | |||
AKEV core geometry can have also just one texture or multiple textures - that's up to you to decide. | |||
'''multiple textures per object''' | |||
[[Image:AKEV_single_object_multiple_textures.png|thumb|200px|right|one object with multiple textures, one per polygon cluster]] | |||
[[Image:AKEV_single_object_multiple_textures_ingame.png|thumb|200px|right|ingame test, blue: twosided, glass: twosided and transparent, random metal: regular (onesided)]] | |||
Question: How do we apply multiple textures to an AKEV core object? | |||
Answer: Once again this is a list for ModTool guys: | |||
* select some polygons | |||
* goto Material > Phong | |||
* hit [7] to open Render Tree | |||
* add a texture and connect "Image" with "Phong", choose "diffuse" as illumination mode | |||
* double-click "Image" to open Material page | |||
* choose texture and UV, fine-tune UV via [alt]+[7] | |||
Repeat this for each cluster you create. | |||
Caution: textures will be fixed to one set of flags. You can't use the same texture A for an onesided cluster/object B and twosided cluster/object C. You would need to create a different named clone of that texture and apply that to cluster/object C. | |||
=====marker textures===== | =====marker textures===== | ||
Marker textures are used to import certain | Marker textures are used to import certain objects with special flags. Import those object alongside [[#<Model>|AKEV core]] geometry. | ||
Marker textures aren't imported automatically. Add those textures to the final package / plugin, e.g. by some sort of batch code. | |||
onisplit -create:txmp out env/markers/*.tga | |||
Transparent TwoSided NoOcclusion are only set if the same texture source is used for diffuse and transparency and if transparency setting are enabled. | |||
The flags Transparent TwoSided NoOcclusion are only set if the same texture source is used for diffuse and transparency and if transparency setting are enabled. See subsection of "[[#... used for exceptions|... used for exceptions]]": "TwoSided and transparent objects". | |||
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Normally, OniSplit decide how to color the grids. But it's possible to add own danger quads to fine tune zones of great danger. Those orange areas will be generated with the 4 different blue borders around it. | Normally, OniSplit decide how to color the grids. But it's possible to add own danger quads to fine tune zones of great danger. Those orange areas will be generated with the 4 different blue borders around it. | ||
Danger quads | Danger quads must have "'''_marker_danger'''" as texture name. | ||
Results in flags: Transparent TwoSided NoCollision Invisible NoOcclusion Danger | Results in flags: Transparent TwoSided NoCollision Invisible NoOcclusion Danger | ||
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Appears not very useful. No effect to pathfinding creation. | Appears not very useful. No effect to pathfinding creation. | ||
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