XML talk:ONLV: Difference between revisions

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Holy link rot again, Batman!
(moving CRSA talk)
m (Holy link rot again, Batman!)
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:While a folded (not ''animated'') corpse imports fine, a corpse with rotated bones becomes a mess.
:While a folded (not ''animated'') corpse imports fine, a corpse with rotated bones becomes a mess.


:I tried rotations with [https://dl.dropboxusercontent.com/u/139715/OniGalore/local_correct_pelvis.png local] and [https://dl.dropboxusercontent.com/u/139715/OniGalore/global.png global] values, both ended up in a messed up state.
:I tried rotations with local (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/local_correct_pelvis.png</nowiki>, dead link) and global (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/global.png</nowiki>, dead link) values, both ended up in a messed up state.


:With local values at least the pelvis looks correct.
:With local values at least the pelvis looks correct.
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:: To test this I took a character, rotated the parts, and [[Mod_Tool#Exchange_meshes_in_hierarchies|destroyed]] the hierarchy revealing the true local rotation values of each part.
:: To test this I took a character, rotated the parts, and [[Mod_Tool#Exchange_meshes_in_hierarchies|destroyed]] the hierarchy revealing the true local rotation values of each part.


:: Those rotations and positions where entered into [https://dl.dropboxusercontent.com/u/139715/OniGalore/OniMatrix_src.zip Neo's matrix program.] I then put the matrix to into the CRSA instance of the extracted ONLV file, then reconverted to oni.
:: Those rotations and positions where entered into Neo's matrix program (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/OniMatrix_src.zip</nowiki>, dead link). I then put the matrix to into the CRSA instance of the extracted ONLV file, then reconverted to oni.


:: Ingame, the corpse was [https://dl.dropboxusercontent.com/u/139715/OniGalore/CRSA_manually_imported.png looking quite good.] There were some tiny difference which possibly come from the fact that the matrix program works with integers and not float values.
:: Ingame, the corpse was looking quite good (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/CRSA_manually_imported.png</nowiki>, dead link). There were some tiny difference which possibly come from the fact that the matrix program works with integers and not float values.


::: Here's an [https://dl.dropboxusercontent.com/u/139715/temp/snipers.dae example] of an intact and a destroyed hierarchy.
::: Here's an example (<nowiki>https://dl.dropboxusercontent.com/u/139715/temp/snipers.dae</nowiki>, dead link) of an intact and a destroyed hierarchy.


::: Note to self: [https://dl.dropboxusercontent.com/u/139715/OniGalore/ModToolScript/CRSA_wip.txt old code] meant for intact hierarchies. Needs to be changed later for proper local values.
::: Note to self: old code (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/ModToolScript/CRSA_wip.txt</nowiki>, dead link) meant for intact hierarchies. Needs to be changed later for proper local values.


::: Let's take intact character for a new experiment.
::: Let's take intact character for a new experiment.
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: 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 [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)


::: 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: http://www.youtube.com/watch?v=Yj3ptZnZtx0  [[User:EdT|EdT]] ([[User talk:EdT|talk]])