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Creating a level: Difference between revisions

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==Terminology==
==Terminology==
;Vertex (Plural: vertices)
:A point within a polygon.
:Vertex colors radiate from one vertex to another vertex, whereby their different color value blend into each other so that gradients can appear.
;Edge
:A line of two points within a polygon.
;Tris (Triangles)
:Polygons made of 3 points.
;Quads
:Polygons made of 4 points. Planes. Rectangles
;Geometry
:Objects made of tris and/or quads.
;Level
;Level
:The term "level" is often used to shorten "level map" (buildings and terrain).
:The term "level" is often used to shorten "level map" (buildings and terrain).
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:*Unique level geometry will have vertex painting.
:*Unique level geometry will have vertex painting.
:*Objects derived from already compiled oni-files (shared classes) will have no 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.
:*Animated and pushable objects will have no vertex shading.
;Vertex shading
;Vertex shading
:Vertex colors (vector data) can be painted onto core geometry.
:Vertex colors (vector data) can be painted onto core geometry.
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:In other games, lights and shadows are added to level geometry with lightmapping.
:In other games, lights and shadows are added to level geometry with lightmapping.
:There were experiments to bring lightmaps back to Oni. The technique come with a major drawback though. It doubles the triangle count and adds many textures.
:There were experiments to bring lightmaps back to Oni. The technique come with a major drawback though. It doubles the triangle count and adds many textures.
;Ingame
:You are "inside" the game, running or playing it.
==Level construction==
'''Visible environment'''
* A '''level map''' consists of visible geometry: terrain and buildings. This is also named the '''environment''' or for short '''env'''.
** Use '''quads''' of approximately 10 up to 20 meters in size to construct env geometry.
* Anything other than floors and simple walls will be made of triangles.
** Geometry from CJBO works best with triangles. Quads might show holes ingame.
'''Invisible pathfinding'''
* '''AIs''' (or non-player characters, NPCs) need '''pathfinding''' data, usually shortened as '''bnv'''.
** Pathfinding data can be described as geometry, therefore as rooms. These '''bnv rooms''' are made of '''floors''' and are connected by '''ghost''' quads which work like doors. AIs can move from one room to another room only by passing a ghost. Therefore, ghosts have the same width as rooms in open terrain.
*** Use floor quads of approximately 10 meters in size to construct BNV floors.
*** Put ghost quads exactly on the edges of BNV floors with an angle of 90 degree.


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