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  • Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see [[XML:ONCC#Variants.2C_geometr ...maging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
    4 KB (575 words) - 20:14, 6 December 2023
  • ***[[OBD:AGQC|AGQC]] Gunk Quad Collision Array ***AGQC Gunk Quad Collision Array
    9 KB (1,513 words) - 19:31, 9 December 2023
  • {{OBDtr| 0x0C | bitset32 |C8FFFF| 00 12 00 00 | in use, face collision | flags; the bits are as follows: :'''0x80''' 00 00 00 - never used in Vanilla data ("notify collision"; set at runtime for a level's doors)
    12 KB (1,908 words) - 08:49, 6 January 2022
  • ...is the most advanced shader in Oni, it's about the worst implementation of env mapping there ever was (the projection is planar and the camera angle is no .../brent_gdc00.html An Algorithm for Hidden Surface Complexity Reduction and Collision Detection Based On Oct Trees] by [[Credits|Brent H. Pease]] (note that figu
    11 KB (1,891 words) - 14:16, 18 September 2022
  • |Gunk Quad Collision Array |Env Particle Array
    11 KB (1,616 words) - 19:33, 9 December 2023
  • * '''chr_debug_spheres = 1''' visualizes the collision spheres of characters, so you can check if they will fit through an entranc OniSplit.exe -create:txmp out env/markers/*.tga
    62 KB (8,898 words) - 14:42, 3 February 2024
  • ::: '''''Char-env impacts''''' (animation-based: footsteps, fall, etc.) ...-character collision, but not fixed if the origin is a character-character collision (for example, look up the plasma shot "w3_phr_x02" and add it in the partic
    29 KB (3,992 words) - 18:06, 9 October 2023
  • ..._nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1 ===env===
    44 KB (7,703 words) - 19:12, 29 February 2024
  • * animated objects with collision box to stand on * particle (attachable to env, weap, char)
    53 KB (8,102 words) - 14:47, 24 March 2024