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Paradox-01 (talk | contribs) m (polygon cluster extraction) |
Paradox-01 (talk | contribs) |
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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 | 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 | 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.) | ||
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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