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polygon cluster extraction
m (polygon cluster extraction)
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:https://www.youtube.com/watch?v=YxVFChB3oxY
:https://www.youtube.com/watch?v=YxVFChB3oxY
=====Reimports (AKEV core geometry)=====
'''IIRC, Edt said you need to carefully pick the options while importing''' core geometry as rooms with otherwise open doors can be blocked for character locomotion.
For destructive environment / Chaos system a modular core geometry might be better anyway. However, this might require scripting again to split geometies apart.
In XSI we can relative easily see where object have "polygon clusters" and their textures. (Select a polygon cluster in wireframe mode while having an Image panel open.)
If this can be an alternative to Edt's workflow only major '''testing''' can show where the geometry is extracted as usual...
Onisplit -extract:dae level1_Final level1_Final/AKEV*.oni
... and loaded into an 3D editor ...
EnvWarehouse_env.dae
A rough splitting could be done by looping over the polygon clusters
' XSI (VBS) scripting
for each n in selection(0).activeprimitive.geometry.clusters
  logmessage (n.name)
next
Loop content:
' basic test with Polygon75 instead of n.name
SelectObj "world.polymsh.cls.Polygon75"
SelectMembers "world.polymsh.cls.Polygon75"
' poly arg can be blank, in that case active selection is taken
' ExtractFromComponents "ExtractPolygonsOp", "world.poly[12653-12730]", "polymsh_extracted", , siPersistentOperation, siKeepGenOpInputs
ExtractFromComponents "ExtractPolygonsOp", , "polymsh_extracted", , siPersistentOperation, siKeepGenOpInputs
After the level has been broken down into pieces it could be save as DAE and then converted to FBX.


====Sockets====
====Sockets====
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