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Paradox-01 (talk | contribs)  (moving CRSA talk)  | 
				Paradox-01 (talk | contribs)   (manual physics reimport / level 19 demo)  | 
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'''  | '''Wish list'''  | ||
For reimports it would be nice to have another kind of Physics file that can directly use *.oni files to create the OBOA instances.  | For reimports it would be nice to have another kind of Physics file that can directly use *.oni files to create the OBOA instances.  | ||
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Doors and furniture with particle need always the xml method.  | Doors and furniture with particle need always the xml method.  | ||
===Manual reimport of physics===  | |||
Don't want to make a scene.xml and physics.xml file? All animated physics can be restored if you aren't afraid of post-editing ONLV.  | |||
# Look into the original level folder and copy OBAN and M3GM files to your project's output folder.  | |||
# Create your level. Then convert the new ONLV to xml. Now you are able to compare the new and old ONLV file.  | |||
# Get all original OBOA instances that aren't doors or empty.  | |||
# Each OBOA has a <Geometry> tag which links to an M3GA instance by Id. So, collect also all M3GAs that are used by your OBOAs.  | |||
# Add these collected OBOAs and M3GAs to you new ONLV. Make sure that your M3GA Ids aren't already taken, change them if necessary.  | |||
# Save ONLV and convert to oni. Make package or plugin, and test your reimported level.  | |||
===Demo files===  | |||
[https://dl.dropboxusercontent.com/u/139715/OniGalore/Level_19_reimport.zip level 19 reimport]  | |||
At the beginning of this page are already demo files (level 3 - biolab), pretty much also a reimport, but it uses a bit different setup.  | |||
For example, it imports animated objects from *.daefile  which results in a few bugs: Konoko's motocycle is too low, at another point it is completely missing, and the van at the end of the level has some strange unnecessary gunks.  | |||
In this second demo, the ENVP and OBOA/M3GA instances were manually reimported. So, I you have fun to RE stuff, try to make sense of the second demo, too.  | |||
Known issues are:  | |||
* Doors and trigger don't have vertex shading. (Also not possible with normal level creation.)  | |||
* Consoles tend to have an collision issue with the player, keeping him trapped. (Jump backwards to escape.)  | |||
** This issue might get solved by using a sole BINACJBOConsole.xml file. Or we try to edit the collision boxes of compound_cons.dae.  | |||
So now, how about accessible towers and underground passages / ventilation shafts? ;D  | |||
The prone mode is so useless right now, let's change this!  | |||
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