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{{ | {{integrate|See {{SectionLink||Forum tutorials on level creation}}.|plural=yes}} | ||
This page covers level creation from scratch. See [[Modifying an existing level]] if you want to change a vanilla level in the game. | This page covers level creation from scratch. See [[Modifying an existing level]] if you want to change a vanilla level in the game. | ||
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!Name | !Name | ||
!Level number | !Level number | ||
|- | |- | ||
|2019/09/16 | |2019/09/16 | ||
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* [[Creating a level]] (you are here) | * [[Creating a level]] (you are here) | ||
* [[Modifying an existing level]] | * [[Modifying an existing level]] | ||
* [[New levels]] | * [[New levels]] (a historical document) | ||
* [[Lightmapping levels]] | * [[Lightmapping levels]] (an experiment) | ||
===Free asset sources=== | ===Free asset sources=== | ||
* [ | * [https://3dwarehouse.sketchup.com/ 3D Warehouse] – architectural models (also see the [https://3dwarehouse.sketchup.com/collection/236901867937c4ed5fbaf4019d18db23/New-content-for-Oni curated collection] by geyser) | ||
* [https://www.turbosquid.com/ TurboSquid] – various models, including architecture | |||
* [https://www.textures.com | * [https://www.textures.com Textures.com] – wide variety of textures | ||
==Engine limitations== | ==Engine limitations== | ||
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;Static geometry | ;Static geometry | ||
:* '''Unique level geometry with no functions''' (AKEV core geometry such as buildings and streets). | :* '''Unique level geometry with no functions''' (AKEV core geometry such as buildings and streets). | ||
:* '''Repeating objects''' are flagged as '''furniture (FURN)''' although they can be outdoor objects such as boxes and containers. <!--Oni's story plays out most often inside buildings. So, there you go. -->FURN objects were used to be imported by an object collection, an CJBO. Nowadays, furniture collections can be used (again) for imports, but the individual objects are stored as OFGA files. This modularity is known in many game editors (like the Unreal Engine Editor). So, '''OFGA are nothing else than "game assets".''' The drawback of OFGA is that they '''will not import with any vertex shading'''. Only their '''geometries''', attached '''particle''' and '''gunk flags''' get copied into final (baked) level geometry. | :* '''Repeating objects''' are flagged as '''furniture ([[Creating_a_level#Furniture.xml|FURN]])''' although they can be outdoor objects such as boxes and containers. <!--Oni's story plays out most often inside buildings. So, there you go. -->FURN objects were used to be imported by an object collection, an CJBO. Nowadays, furniture collections can be used (again) for imports, but the individual objects are stored as [[XML:OFGA|OFGA]] files. This modularity is known in many game editors (like the Unreal Engine Editor). So, '''OFGA are nothing else than "game assets".''' The drawback of OFGA is that they '''will not import with any vertex shading'''. Only their '''geometries''', attached '''particle''' and '''gunk flags''' get copied into final (baked) level geometry. | ||
:* '''Objects with actual functions''' | :* '''Objects with actual functions''': [[XML:BINA/OBJC/CONS|CONS]], [[XML:BINA/OBJC/DOOR|DOOR]], [[XML:BINA/OBJC/TRIG|TRIG]], [[XML:BINA/OBJC/TURR|TURR]] | ||
: | |||
;[[XML:AKEV#AGQG|Gunk flags]] | ;[[XML:AKEV#AGQG|Gunk flags]] | ||
:Properties directly associated with the polygons. Among others, these can be: Transparent, TwoSided, NoCollision, Invisible, NoObjectCollision, NoCharacterCollision, NoDecals, Furniture, Impassable. | :Properties directly associated with the polygons. Among others, these can be: Transparent, TwoSided, NoCollision, Invisible, NoObjectCollision, NoCharacterCollision, NoDecals, Furniture, Impassable. | ||
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By default, a Mod Tool scene has one Infinite light, but it doesn't shine in every direction so you might want to add more Infinite lights. Let's say one Infinite light for each direction (+X, -X, +Y, -Y, +Z, -Z) with an intensity of circa 0.25 (night) or 0.75 (day). | By default, a Mod Tool scene has one Infinite light, but it doesn't shine in every direction so you might want to add more Infinite lights. Let's say one Infinite light for each direction (+X, -X, +Y, -Y, +Z, -Z) with an intensity of circa 0.25 (night) or 0.75 (day). | ||
The illumination of those lights can be integrated into the vertex color property | The illumination of those lights can be integrated into the vertex color property: | ||
* Property > Color At Vertices Map | * Property > Color At Vertices Map | ||
* Property > Render Map | * Property > Render Map | ||