XML:ONLV: Difference between revisions

222 bytes added ,  16 April 2017
COLLISION texture gets gunk flags by OFGA
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(COLLISION texture gets gunk flags by OFGA)
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'''collision boxes'''
'''_marker_barrier'''
<!-- Originally this is only used for "end-of-level" walls? -->


AIs can get stuck in detailed geometry. This can be prevented with collision boxes.
Results in flags: Transparent TwoSided(double-check) Invisible NoObjectCollision NoOcclusion


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.


Results in flags: Transparent TwoSided Invisible NoObjectCollision NoOcclusion
'''COLLISION (boxes)'''
 
AIs can get stuck in detailed geometry. This can be prevented with collision boxes. 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.
 
[[XML:OFGA|OFGA]] use COLLISION texture. Onisplit doesn't automatically applies gunk flags to it. You need the xml tags for that.
 
Typically it gets <GunkFlags>Invisible NoObjectCollision</GunkFlags>
 
So _marker_barrier could be used




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texture: '''_marker_impassable'''
texture: '''_marker_impassable'''


Results in flags: Transparent TwoSided Invisible NoOcclusion
Results in flags: Transparent TwoSided(double-check) 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.
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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