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History of Oni modding: Difference between revisions

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OniSplit first gained the ability to import new character models in April 2008.<ref>See [[User talk:Neo/Archive2]].</ref> At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni's models, or by finding royalty-free models on web sites and converting them to Oni's 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.<ref>[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, "Konoko HD"].</ref>
OniSplit first gained the ability to import new character models in April 2008.<ref>See [[User talk:Neo/Archive2]].</ref> At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni's models, or by finding royalty-free models on web sites and converting them to Oni's 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.<ref>[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, "Konoko HD"].</ref>


A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,<ref>See [[User talk:Neo/Archive5]].</ref> but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.<ref>[http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, "Arena Level"].</ref> Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community's level creation abilities came with [[User:EdT|EdT]]'s level "Muro's Lair" in August 2011<ref>[http://web.archive.org/web/20201029113340/http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, "Muro's Lair - Preview"].</ref> and [[User:Samer|Samer]]'s level "Wilderness Preserve" in January 2014.<ref>[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, "NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure"].</ref>
A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,<ref>See [[User talk:Neo/Archive5]].</ref> but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.<ref>[http://web.archive.org/web/20210117150652/http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, "Arena Level"].</ref> Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community's level creation abilities came with [[User:EdT|EdT]]'s level "Muro's Lair" in August 2011<ref>[http://web.archive.org/web/20201029113340/http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, "Muro's Lair - Preview"].</ref> and [[User:Samer|Samer]]'s level "Wilderness Preserve" in January 2014.<ref>[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, "NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure"].</ref>


Work continues in all areas of modding Oni, as well as documenting the modding process.
Work continues in all areas of modding Oni, as well as documenting the modding process.
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