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Paradox-01 (talk | contribs) m (I doesn't like photobucket anymore and hope you don't mind if I upload more modding images to wiki.) |
Paradox-01 (talk | contribs) m (stair marker: ramp will gets NoObjectCollision and intersecting geometry receives NoCharacterCollision) |
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* 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? | ||
__TOC__ | __TOC__ | ||
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== | ==Concept phase== | ||
Be aware of limitation of level and engine. | |||
* triangle limit: ca. 520.000 (500.000 to be on save side) | |||
* | * triangle limit of a game level: ca. 520.000 (500.000 to be on save side) | ||
* | * when the triangles are packed too tight then the cam will look at too many of them and glitches appear: the visible GQs limit is ca. 16.000, sooner or later higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''" (you can decrease the gs_farclipplane_set value to avoid that problem) | ||
* characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units | |||
* geometry stops at ca. X=4228|Z=4228 and -4228|-4228 (height not tested) | * geometry stops at ca. X=4228|Z=4228 and -4228|-4228 (height not tested) | ||
* chr_debug_spheres = 1 visualizes collision spheres of characters, then you can check if they fit through a new entrance | |||
==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]== | |||
'''Demo files''' | '''Demo files''' | ||
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* ''ghost'' horizontal dimension must be bigger than 0 | * ''ghost'' horizontal dimension must be bigger than 0 | ||
* under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid | * under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid | ||
* characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp | * normally characters can't pass low verticals like at staircases/curbs if those don't have a ramp, near ground level Y=0 is an exception where characters are allowed to step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp | ||
* max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death | * max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death | ||
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texture: '''_marker_stairs''' | texture: '''_marker_stairs''' | ||
Normally, characters can't move on stairs if they contain verticals. In this case you can use a sloping quad that is above or inside the staircases. It's possible to set the desired flags at the <Model> section but doing so and exporting self-made stair ramps is wasted time. So apply simply _marker_stairs to that quad, characters will move on that surface. | |||
Results in flags: Stairs Transparent TwoSided Invisible NoObjectCollision NoOcclusion | Results in flags: Stairs Transparent TwoSided Invisible NoObjectCollision NoOcclusion | ||
No effect to pathfinding creation. Regularly textured stair geometry (that intersect the marker quad) will be flagged as NoCharacterCollision. | |||
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Results in flags: Transparent TwoSided Invisible NoOcclusion | Results in flags: Transparent TwoSided Invisible NoOcclusion | ||
Impassable walls are very similar to collision boxes except that particle can also collide with it. The pathfinding grids will be also red, light green, and green. | |||
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