Talk:Mod Tool/OniTools addon: Difference between revisions

m
display flag via ICE, I forgot how to do it, this time I will write it down
m (Note to self: clean up!)
m (display flag via ICE, I forgot how to do it, this time I will write it down)
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: --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:27, 16 July 2014 (CEST)
: --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:27, 16 July 2014 (CEST)


==Dev notes for the remake==
===Display flag via ICE===
Normally using a "Simulate Rigid Bodies" ICETree node is clearly none-sense. But it works, so ...
https://dl.dropboxusercontent.com/u/139715/OniGalore/abusing_ICE_for_displaying_a_flag.png
'### setup flag display by abusing ICE
CreatePrim "Cube", "MeshSurface"
ApplyOp "ICETree", selection(0), siNode, , , 0
AddICENode "$XSI_DSPRESETS\ICENodes\SimulateRigidBodiesNode.Preset", selection(0) & ".polymsh.ICETree"
ConnectICENodes selection(0) & ".polymsh.ICETree.port1", selection(0) & ".polymsh.ICETree.SimulateRigidBodies.simulate"
AddICENode "$XSI_DSPRESETS\ICENodes\IntegerNode.Preset", selection(0) & ".polymsh.ICETree"
ConnectICENodes selection(0) & ".polymsh.ICETree.SimulateRigidBodies.precision", selection(0) & ".polymsh.ICETree.IntegerNode.result"
DisplayPortValues selection(0) & ".polymsh.ICETree.SimulateRigidBodies.precision"
SetValue selection(0) & ".polymsh.ICETree.IntegerNode.value", 7
SaveKey selection(0) & ".polymsh.ICETree.IntegerNode.value", 1
'### check if ICETree op exist on this object
for each oOperator in selection(0).ActivePrimitive.ConstructionHistory
if oOperator.Name = "ICETree" then
  got_ICE = 1
  end if
Next
if got_ICE then
  logmessage "found ICETree"
else
  logmessage "couldn't find ICETree"
end if




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===Adding multiple textures to level geometry===
===Adding multiple textures to level geometry [out-dated]===
Material and textures are normally stored right under the object. But AKEV geometry can have more than one texture. Here comes polygon clusters in to play.
Material and textures are normally stored right under the object. But AKEV geometry can have more than one texture. Here comes polygon clusters in to play.


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