XML:ONLV: Difference between revisions

1,933 bytes added ,  4 May 2014
manual physics reimport / level 19 demo
(moving CRSA talk)
(manual physics reimport / level 19 demo)
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'''wish list'''
'''Wish list'''


For reimports it would be nice to have another kind of Physics file that can directly use *.oni files to create the OBOA instances.
For reimports it would be nice to have another kind of Physics file that can directly use *.oni files to create the OBOA instances.
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Doors and furniture with particle need always the xml method.
Doors and furniture with particle need always the xml method.
===Manual reimport of physics===
Don't want to make a scene.xml and physics.xml file? All animated physics can be restored if you aren't afraid of post-editing ONLV.
# Look into the original level folder and copy OBAN and M3GM files to your project's output folder.
# Create your level. Then convert the new ONLV to xml. Now you are able to compare the new and old ONLV file.
# Get all original OBOA instances that aren't doors or empty.
# Each OBOA has a <Geometry> tag which links to an M3GA instance by Id. So, collect also all M3GAs that are used by your OBOAs.
# Add these collected OBOAs and M3GAs to you new ONLV. Make sure that your M3GA Ids aren't already taken, change them if necessary.
# Save ONLV and convert to oni. Make package or plugin, and test your reimported level.
===Demo files===
[https://dl.dropboxusercontent.com/u/139715/OniGalore/Level_19_reimport.zip level 19 reimport]
At the beginning of this page are already demo files (level 3 - biolab), pretty much also a reimport, but it uses a bit different setup.
For example, it imports animated objects from *.daefile  which results in a few bugs: Konoko's motocycle is too low, at another point it is completely missing, and the van at the end of the level has some strange unnecessary gunks.
In this second demo, the ENVP and OBOA/M3GA instances were manually reimported. So, I you have fun to RE stuff, try to make sense of the second demo, too.
Known issues are:
* Doors and trigger don't have vertex shading. (Also not possible with normal level creation.)
* Consoles tend to have an collision issue with the player, keeping him trapped. (Jump backwards to escape.)
** This issue might get solved by using a sole BINACJBOConsole.xml file. Or we try to edit the collision boxes of compound_cons.dae.
So now, how about accessible towers and underground passages / ventilation shafts? ;D
The prone mode is so useless right now, let's change this!




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