New levels: Difference between revisions

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(lightmaps, so far so crappy)
m (→‎Lost assets: P.S. on footstep sounds)
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:Update. As of 14:00, 8 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has invisiwalls around the bottom of the stairs. Pathfinding grids may still need to be tweaked in a few ways, but the most critical flaw right now is the small height of the BNVs. It will be increased in the next release.
:Update. As of 14:00, 8 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has invisiwalls around the bottom of the stairs. Pathfinding grids may still need to be tweaked in a few ways, but the most critical flaw right now is the small height of the BNVs. It will be increased in the next release.
:Update. As of 22:41, 9 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has essentially flawless pathfinding. No known issues apart from the modded ninjas, whose pelvis may exit the BNVs while they're dodging, resulting in an invalid waypoint for the AI. Lightmapping next, and maybe some other nicicles as well ^_^
:Update. As of 22:41, 9 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has essentially flawless pathfinding. No known issues apart from the modded ninjas, whose pelvis may exit the BNVs while they're dodging, resulting in an invalid waypoint for the AI. Lightmapping next, and maybe some other nicicles as well ^_^
:Update. As of 13:22, 13 November 2010 (UTC), there is a coarsely lightmapped version of the latter flavor, [http://geyser.oni2.net/edition/levels/arena/arena_level7_LightMap.zip HERE]. There seems to be a lot of Z-fighting (unlike in the column test level [http://geyser.oni2.net/edition/levels/arena/level5_Pillar.zip HERE]) and the reason for this problem is unclear (maybe the size of the quads and general complexity of the scene - probably a hardware-dependent issue). Probably these issues will be resolved by a modified Motoko, which would render lightmaps as an actual shader and not as a hackish transparent overlay. The resolution of the light maps is 1 pixel per world unit (10 cm), but it should probably be lowered to 1 pixel for 2 or 4 world units. The depth of the light map in this release is 4 bits, not 8 - to reduce file size, and also because there is no general support for BGRA8888 at this point. The consequence of the small color depth is that the shadows are "cartoony", which actually looks quite interesting. There are other issues, such as the "seams" between the lightmaps along the diagonals of the level - this can be fixed by welding the quarters together.
:Update. As of 13:22, 13 November 2010 (UTC), there is a coarsely lightmapped version of the latter flavor, [http://geyser.oni2.net/edition/levels/arena/arena_level7_LightMap.zip HERE]. There seems to be a lot of Z-fighting (unlike in the column test level [http://geyser.oni2.net/edition/levels/arena/level5_Pillar.zip HERE]) and the reason for this problem is unclear (maybe the size of the quads and general complexity of the scene - probably a hardware-dependent issue). Probably these issues will be resolved by a modified Motoko, which would render lightmaps as an actual shader and not as a hackish transparent overlay. The resolution of the light maps is 1 pixel per world unit (10 cm), but it should probably be lowered to 1 pixel for 2 or 4 world units. The depth of the light map in this release is 4 bits, not 8 - to reduce file size, and also because there is no general support for BGRA8888 at this point. The consequence of the small color depth is that the shadows are "cartoony", which actually looks quite interesting. There are other issues, such as the "seams" between the lightmaps along the diagonals of the level - this can be fixed by welding the quarters together. Another obvious glitch is that the lightmapped quads have collision and have priority over the actual environment, hence footsteps will have Default impact effects -- this is easily fixed, and not as much of an issue as the Z-fighting.





Revision as of 13:27, 13 November 2010

New levels

New levels are typically idle content - stuff that we're aware of, but not actively working on - because the task is too complex, or not compelling enough. Mostly there are ideas floating around, but to actually make a fully working level (complete with meta-data) is not exactly fun.

view1_s.jpg

AndreiKa

Andrei is an architect from Cheboksary, Russia. As of 16:27, 6 November 2010 (UTC), we have three models of his on our hands.

NoGlass Import Test 1.jpg

Exhibition hall (above)
http://www.turbosquid.com/3d-models/3dsmax-exhibition-building/345449
http://www.photoshare.ru/album9528.html
http://geyser.oni2.net/edition/levels/andreika/
Movie theater
http://www.photoshare.ru/album23608.html
Business center (right)
http://www.photoshare.ru/album107891.html
http://www.cad.ru/ru/territory/sapr/index.php?page=blog&blog=socially_business_center
http://geyser.oni2.net/edition/levels/andreika/office/

There was also THIS - very fitting for the headquarters of WCG, but since Andrei didn't keep it, this is just an idea that we'd need to model from scratch.

Collection on Google 3D Warehouse

Arguably, SketchUp has become a tool of choice for many architects and designers, when it comes to sketching quick ideas, and somehow many of those drafts would look quite at home in Oni. HERE is a tentative collection of such stuff (it's not limited to levels, though; there are characters, weapons, furniture, etc).

A special mention for Alamo (author of "hexagon factory") and R. Anthony author of "Martian Colony (Red City)". Neither of these will be simple to put into Oni (because Oni's pathfinding works better with world-axis-aligned rooms), but both have great potential.

Turbosquid

There are some assets on Turbosquid as well, but they're a bit more random, and most of the good-looking ones are far from free. Apart from Andrei's exhibition building, there isn't much that comes to mind.

Daz3D

Daz3D content is mostly ugly, but there are two lines of products that could be relevant to us at some point, namely

It is not clear if Daz3D's terms of use allow us to adapt that stuff into game content -- but at the very least it can act as a source of inspiration.

ShareCG etc

There are other resources other than the ones listed above, with assets that are more or less expensive or ugly. Nothing specific comes to mind right now. Many Halo rips out there, that's for sure.

Lost assets

Apart from the Google 3D Warehouse collection, there are a few models that - like Andrei's WCG - are lost, but would be very interesting to re-model. They include:

The only Oni level resuscitated so far is THIS, in THESE TWO flavors (no pathfinding yet, and the lighting needs improving).

Update. As of 15:55, 7 November 2010 (UTC), THIS flavor has fairly functional pathfinding, although not quite finished. The included Oni.exe is a BSP-check fix that hasn't been committed to Daodan yet (as of 15:55, 7 November 2010 (UTC)).
Update. As of 14:00, 8 November 2010 (UTC), THIS flavor has invisiwalls around the bottom of the stairs. Pathfinding grids may still need to be tweaked in a few ways, but the most critical flaw right now is the small height of the BNVs. It will be increased in the next release.
Update. As of 22:41, 9 November 2010 (UTC), THIS flavor has essentially flawless pathfinding. No known issues apart from the modded ninjas, whose pelvis may exit the BNVs while they're dodging, resulting in an invalid waypoint for the AI. Lightmapping next, and maybe some other nicicles as well ^_^
Update. As of 13:22, 13 November 2010 (UTC), there is a coarsely lightmapped version of the latter flavor, HERE. There seems to be a lot of Z-fighting (unlike in the column test level HERE) and the reason for this problem is unclear (maybe the size of the quads and general complexity of the scene - probably a hardware-dependent issue). Probably these issues will be resolved by a modified Motoko, which would render lightmaps as an actual shader and not as a hackish transparent overlay. The resolution of the light maps is 1 pixel per world unit (10 cm), but it should probably be lowered to 1 pixel for 2 or 4 world units. The depth of the light map in this release is 4 bits, not 8 - to reduce file size, and also because there is no general support for BGRA8888 at this point. The consequence of the small color depth is that the shadows are "cartoony", which actually looks quite interesting. There are other issues, such as the "seams" between the lightmaps along the diagonals of the level - this can be fixed by welding the quarters together. Another obvious glitch is that the lightmapped quads have collision and have priority over the actual environment, hence footsteps will have Default impact effects -- this is easily fixed, and not as much of an issue as the Z-fighting.



Old levels

As of 14:10, 8 November 2010 (UTC) we are still not ready to reauthor Oni's levels, by lack of a pipeline for interactive geometry elements such as doors and togglable visibility groups. It is possible to import simple level parts which do not involve doors (arenas, showcases, test environments and other featurettes). We will come up with a solution Soon(TM). In the meantime, the field is open for experimentation, roadmaps, opinion polls, whatever.