8,013
edits
Paradox-01 (talk | contribs) m (→Meshes) |
Paradox-01 (talk | contribs) m (polygon cluster extraction) |
||
Line 450: | Line 450: | ||
: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==== |
edits