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Restless Souls/Wishlist: Difference between revisions

m
m (polygon cluster extraction)
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'''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.
'''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.
For destructive environment / Chaos system a modular core geometry might be better. However, this might require scripting again to split geometries 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.)
In XSI we can relative easily see where an object has "polygon clusters" and associated 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...
Whether this can be an alternative to Edt's workflow only major '''testing''' can show whereby the geometry is extracted as usual...


  Onisplit -extract:dae level1_Final level1_Final/AKEV*.oni
  Onisplit -extract:dae level1_Final level1_Final/AKEV*.oni
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After the level has been broken down into pieces it could be save as DAE and then converted to FBX.
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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