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Creating a level: Difference between revisions

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{{update|The tutorials on the now-defunct Oni Central Forum, under the section "Links to Forum Tutorials", should be merged into this article.}}
{{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
|-
|TBA
|Oni 2 Angel Studios Tour
|32
|-
|TBA
|Green Room
|26
|-
|-
|2019/09/16
|2019/09/16
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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''' (CJBO such as doors, consoles, triggers)
:* '''Objects with actual functions''': [[XML:BINA/OBJC/CONS|CONS]], [[XML:BINA/OBJC/DOOR|DOOR]], [[XML:BINA/OBJC/TRIG|TRIG]], [[XML:BINA/OBJC/TURR|TURR]]
:** Some types of CJBO (spawn lists of weapons, characters, powerups and of course flags and patrol paths) are not considered as level geometry.
;[[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.