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Creating a level: Difference between revisions

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You can add this between the other two lines in build.cmd to prevent a crash.
You can add this between the other two lines in build.cmd to prevent a crash.
  OniSplit.exe -create:txmp out env/markers/*.tga
  OniSplit.exe -create:txmp out env/markers/*.tga
==Terminology==
;Level
:The term "level" is often used to shorten "level map" (buildings and terrain).
;Geometry
:Oni differentiates between basically 3 types of geometry:
:* Static objects (sometimes also name AKEV core geometry)
:* Animated objects
:* Pushable objects (not used in the original game)
;Static geometry
:* Unique level geometry with no functions (AKEV core geometry such as building and streets)
:* Repeating objects are considered furniture (FURN) although they can be ugly boxes, containers, benches, etc. FURN was used to be imported by an object collection, an CJBO.<!--
:** Individual game assets can be considered a class, when placing or baked into the game, the instances (copies) of that class are made-->
:* Geometry objects with actual functions (CJBO such as doors, consoles, triggers)
:** Some types of CJBO (flags, patrol paths, and spawn lists of weapons, characters, powerups) are not considered being part of the level geometry.
;Baking
:When a level gets baked, all geometry get merged.
:*Unique level geometry will have vertex painting.
:*Objects derived from already compiled oni-files (shared classes) will have no vertex painting.
:*Animated and pushable object will have no vertex shading.
;Vertex shading
:Vertex colors can be painted onto core geometry.


==The master XML file==
==The master XML file==
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