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===Pathfinding with GridIgnore flagged objects===
==Separated content about ONLV, level import and level reimport==
Talks on Discord during 1st Nov. of 2023 showed that users can confuse ONLV*.xml for a master.xml (project) file. Therefore, the sections were separated. Also, notes for reimports got their own page. They have a significant different workflow. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 11:59, 2 November 2023 (CET)
 
==Searching vertex shading of animated door geometry==
Now with the source code, it would be easier to find where the vertex shading is stored. This is also interesting for reimports.
 
==Pathfinding with GridIgnore flagged objects==
Regarding Pathfinding on uneven ground, my testing shows that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.  [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 18:08, 21 August 2013 (CEST)
Regarding Pathfinding on uneven ground, my testing shows that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.  [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 18:08, 21 August 2013 (CEST)
: Ok thanks, I will check this tomorrow so we are sure it's the same on pc/mac. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:33, 21 August 2013 (CEST)
: Ok thanks, I will check this tomorrow so we are sure it's the same on pc/mac. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:33, 21 August 2013 (CEST)
:: Just curious, how did you get the number 17,9?  I placed the BNV at 0 and until 19 world units, the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:00, 23 August 2013 (CEST)
:: Just curious, how did you get the number 17,9?  I placed the BNV at 0 and until 19 world units, the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:00, 23 August 2013 (CEST)
::: Like seen in the first vid I kept the BNV at all times at height 0. Only the top of the GridIgnore pyramid-thingy changes in height. I tested its top with 19,1; 19; 18,9; 18. See time code 03:17 - 03:22. AI still loses PF at height 18, so I decided to do the next height to be 16. PF works there again. The video ends there but I made more test until I reached 17,9 where AI seems to not randomly lose PF. -- At all times I didn't observed the grids, the AIs behavior was more important to me. [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test.zip Test files.]
::: Like seen in the first vid I kept the BNV at all times at height 0. Only the top of the GridIgnore pyramid-thingy changes in height. I tested its top with 19,1; 19; 18,9; 18. See time code 03:17 - 03:22. AI still loses PF at height 18, so I decided to do the next height to be 16. PF works there again. The video ends there but I made more test until I reached 17,9 where AI seems to not randomly lose PF. -- At all times I didn't observed the grids, the AIs behavior was more important to me. Test files (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test.zip</nowiki>, dead link).
::: After [http://youtu.be/vfKPzP5hiCo more tests] today, not only jumps can break PF at 17,9 - also rolls, cartwheels and running kicks do. There are probably more anims. Do those issues somehow have to do with the foot/pelvis height? I don't know what's going on anymore. ^_^' --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:13, 23 August 2013 (CEST)
::: After more tests (<nowiki>https://youtu.be/vfKPzP5hiCo</nowiki>, dead link) today, not only jumps can break PF at 17,9 - also rolls, cartwheels and running kicks do. There are probably more anims. Do those issues somehow have to do with the foot/pelvis height? I don't know what's going on anymore. ^_^' --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:13, 23 August 2013 (CEST)


::: I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip adding high ghosts] the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:43, 23 August 2013 (CEST)
::: I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and adding high ghosts (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip</nowiki>, dead link) the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:43, 23 August 2013 (CEST)


:::: The tall ghosts work!  Here is video from my old Outside level with updated bnvs and ghosts: http://www.youtube.com/watch?v=Yj3ptZnZtx0  [[User:EdT|EdT]] ([[User talk:EdT|talk]])
:::: The tall ghosts work!  Here is video from my old Outside level with updated bnvs and ghosts: https://www.youtube.com/watch?v=Yj3ptZnZtx0  [[User:EdT|EdT]] ([[User talk:EdT|talk]])


===Objects that are too low to pass them by sliding/crawling/sneaking===
==Objects that are too low to pass them by sliding/crawling/sneaking==
atm sliding under low objects don't seem to work  
atm sliding under low objects don't seem to work  
:[[User:EdT|EdT]] ([[User talk:EdT|talk]]) The reason for this are the collision spheres, even though you slide, the collision spheres remain vertical.
:[[User:EdT|EdT]] ([[User talk:EdT|talk]]) The reason for this are the collision spheres, even though you slide, the collision spheres remain vertical.
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===Textures that are not power of two===
==Textures that are not power of two==
If you have textures that cause a crash because they are not power of two, please post here those *.oni files.
If you have textures that cause a crash because they are not power of two, please post here those *.oni files.


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===Sky dome - it's a fail===
==Sky dome - it's a fail==
{| border=0 cellspacing=20 cellpadding=0 align=right
[[File:ONSK_fixes_Motoko_plugin.jpg|thumb]]
| sky box<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ugly_skybox_lines.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ugly_skybox_lines_tn.jpg]
| sky dome<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/sky_dome_512x512.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/sky_dome_512x512_tn.jpg]
|}


Maybe it's possible to create a very big sphere or dome that covers the entire level (and let Oni's skybox unused). If it's doable it could avoid ugly lines of the skybox coming from OpenGL rendering.
Maybe it's possible to create a very big sphere or dome that covers the entire level (and let Oni's skybox unused). If it's doable it could avoid ugly lines of the skybox coming from OpenGL rendering.
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{| border=0 cellspacing=20 cellpadding=0 align=right
[[File:skybox4sectors_b.jpg|thumb|gl_fog_start=.99999]]
| gl_fog_start=.99999<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/OCF_Images/sky4sectors_b.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/OCF_Images/sky4sectors_b_tn.jpg]
[[File:skybox4sectors_a.jpg|thumb]]
| test level over [http://mods.oni2.net/node/202 HERE]<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/OCF_Images/sky4sectors_a.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/OCF_Images/sky4sectors_a_tn.jpg]
|}


'''Update:''' 14 June 2012
'''Update:''' 14 June 2012
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===Ideas for OniSplit===
==Ideas for OniSplit==
'''bugfixes'''
'''bugfixes'''


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Works not:
Works not:
* Door
* Door
* Colsole
* Console
* Trigger
* Trigger


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----
----
'''improvments'''
'''improvements'''


'''better support for script objects'''
'''better support for script objects'''
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