User talk:Neo: Difference between revisions

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m (Just a bunch of questions, BTW BIG thanks for your effort, you are one of the best ^_^)
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[[User:Neo|Neo]]
[[User:Neo|Neo]]
I am sorry to bother, but this can help to make h2w system look better. When character collides with wall, what REALLY collide ??? For me it seems that for char->wall collision there is some invisible bounding box. Where is this bounding box, if you know (or correct me if I am wrong). How can I change it? I ask because for me (it is my guess in next sentence, nothing proven ) it seems that this "bounding box" looks like invisible sphere which is around pelvis bone. That is why you can fall and stick your torso/head/legs into next room. Engine ignores bones in char->wall coll. Is this correct? + please answer if you know how to change it. Thanks a lot in any case
P.S.:Just a curious question, no explanation needed: I know that AI2 powered characters can push away weapons which are on ground. Can it be (from engine-possibilities point of view) that in ONI we should have movable furniture (objects which can be pushed by chars)?
--[[User:Loser|Loser]] 11:34, 20 June 2008 (CEST)

Revision as of 09:34, 20 June 2008

Sorry to bother you. I want to add some more characters to level 19, but I'm not sure how to write the hex number correctly, since it is 5 digits.

In the BINACJBOCharacter.oni for level 19 at offset 0x68 currently its 8CDC, I want to add 17 more CHAR data (x2464) so doing the math xDC8C + x2464 = x100F0.

What is the correct way to write x100F0 in little endian at offset 0x68?

Of course, I'll have to make a similar change for 84DC offset xC4.

It will be great once/if we're able to export/import BINACJBOCharacter.oni as .xml files!

Many thanks.

EdT 06:54, 20 June 2008 (CEST)

I'm not sure what's supposed to be at 0x68, maybe you mean 0x88 (where the size of the raw/sep part is)?

Anyway 0xA1B1C1D1 is stored as:

  • A1 B1 C1 D1 - big endian (bytes are stored in the same order)
  • D1 C1 B1 A1 - little endian (bytes are stored in reverse order)

So 0x100F0 aka 0x000100F0 stored as little endian is F0 00 01 00.

PS: I'm almost done with OBJC export. Hopefully I'll do the import soon too.

Neo

I am sorry to bother, but this can help to make h2w system look better. When character collides with wall, what REALLY collide ??? For me it seems that for char->wall collision there is some invisible bounding box. Where is this bounding box, if you know (or correct me if I am wrong). How can I change it? I ask because for me (it is my guess in next sentence, nothing proven ) it seems that this "bounding box" looks like invisible sphere which is around pelvis bone. That is why you can fall and stick your torso/head/legs into next room. Engine ignores bones in char->wall coll. Is this correct? + please answer if you know how to change it. Thanks a lot in any case

P.S.:Just a curious question, no explanation needed: I know that AI2 powered characters can push away weapons which are on ground. Can it be (from engine-possibilities point of view) that in ONI we should have movable furniture (objects which can be pushed by chars)?

--Loser 11:34, 20 June 2008 (CEST)