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Paradox-01 (talk | contribs) m (the "twosided" paradox) |
Paradox-01 (talk | contribs) m (tested env_texswap; removed some old stuff) |
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;Todo list | |||
* add xml header to this page | |||
* more notes on the shared folder | |||
* test import with prefix-ed files in shared folder | |||
* tips with cutscene charas: sync pelvis OBANs and partner TRAM | |||
* examine low doors/openings: atm sliding under low objects don't seem to work | |||
* more notes on BNV, linked xml, and exported xml files | |||
__TOC__ | |||
==Level releases, forum threads and wiki pages== | |||
Custom levels that have been created so far: | Custom levels that have been created so far: | ||
* [http://oni.bungie.org/community/forum/viewtopic.php?id=2357 Old China] | * [http://oni.bungie.org/community/forum/viewtopic.php?id=2357 Old China] | ||
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* [http://oni.bungie.org/community/forum/viewtopic.php?pid=37252#p37252 "Modding Existing levels - Beta" ("Moveable furniture" post)] | * [http://oni.bungie.org/community/forum/viewtopic.php?pid=37252#p37252 "Modding Existing levels - Beta" ("Moveable furniture" post)] | ||
Wiki pages about levels: | |||
* [[AE:Levels]] | * [[AE:Levels]] | ||
* [[AE:Lightmapping_levels]] | * [[AE:Lightmapping_levels]] | ||
* [[SketchUp_tutorials_and_tips|SketchUp tutorials and tips]] | * [[SketchUp_tutorials_and_tips|SketchUp tutorials and tips]] | ||
Free texture resources | |||
* [http://www.tutorialsforblender3d.com/Textures/Textures_index.html various game textures] | |||
* [http://forums.epicgames.com/threads/603122-Remus-high-resolution-skydome-texture-pack skies and objects of the solar system] | |||
* [http://blenderartists.org/forum/showthread.php?224065-New-High-resolution-sky-pack-for-Blender skies] <!-- (http://www.wuala.com/Olson/Photos/Optikz_360_Skies/) --> | |||
* [http://blenderartists.org/forum/showthread.php?24038-Free-high-res-skymaps-%28Massive-07-update!%29 skies] | |||
* [http://www.cgtextures.com/ CG Textures for 3D] | |||
==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]== | |||
'''General information on level import''' | |||
* the import doesn't work with empty skybox tag; <Sky>clear</Sky> helps here (or maybe onisplit just wants a name and doesn't care if the resource really exists?) | |||
* triangle limit: ca. 520.000 (500.000 to be on save side) | |||
* actually this is not about the import but when the triangles are packed too tight then the cam will look at too many of them and glitches appear: the visible GQs limit is ca. 16.000, sooner or later higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''" (you can decrease the gs_farclipplane_set value to avoid that problem) | |||
* also, keep in mind that characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units | |||
* geometry stops at ca. X=4228|Z=4228 and -4228|-4228 (height not tested) | |||
'''Demo files''' | |||
Demo files can be downloaded [http://dl.dropbox.com/u/1869/lab.zip here]. | Demo files can be downloaded [http://dl.dropbox.com/u/1869/lab.zip here]. | ||
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=== | ===The master xml file=== | ||
The '''master xml file name''' determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder. | |||
;trimmed master file "lab.xml" from the demo: | |||
{| class="wikitable" style="float:right" | {| class="wikitable" style="float:right" | ||
| | | | ||
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* Character.xml with player | * Character.xml with player | ||
|} | |} | ||
<?xml version="1.0" encoding="utf-8" ?> | |||
<Oni> | |||
<Level SharedPath="../shared"> | |||
<Environment> | |||
<Model> | |||
<Import Path="env/lab_env.dae"/> | |||
<Import Path="env/lab_bomber_window.dae"/> | |||
<Import Path="env/lab_motorcycle.dae"> | |||
<Node Id="motorcycle"> | |||
<ScriptId>9</ScriptId> | |||
<GunkFlags>NoCollision</GunkFlags> | |||
</Node> | |||
</Import> | |||
</Model> | |||
<Rooms> | |||
<Import Path="env/lab_bnv.dae"/> | |||
</Rooms> | |||
<Textures> | |||
<Texture Name="GOO"> | |||
<Format>bgra4444</Format> | |||
<GunkFlags>NoCollision</GunkFlags> | |||
<Image>env/images/GOO.tga</Image> | |||
</Texture> | |||
</Textures> | |||
</Environment> | |||
<Sky>sunset</Sky> | |||
<Objects> | |||
<Import>Character.xml</Import> | |||
<Import>Furniture.xml</Import> | |||
<Import>TriggerVolume.xml</Import> | |||
<Import>Physics.xml</Import> | |||
</Objects> | |||
<Films> | |||
<Import>films/BomberKonRun01.xml</Import> | |||
<Import>films/BomberKonRun02.xml</Import> | |||
</Films> | |||
<Cameras> | |||
<Camera Path="cameras/BomberCam01.dae"> | |||
<Animation Name="BomberCam01"/> | |||
</Camera> | |||
<Camera Path="cameras/BomberCam02.dae"> | |||
<Animation Name="BomberCam02"/> | |||
</Camera> | |||
</Cameras> | |||
</Level> | |||
</Oni> | |||
==== | ====Shared folder==== | ||
The master xml file can link to other xml files, most of them are [[OBD:BINA/OBJC#OBJC_types|BINACJBO]] files. The file type gets declared inside the file, so the file name itself doesn't has to contain the type. Ergo, "BINACJBOCharacter.xml" can be given a simpler name like "Character.xml". | The master xml file can link to other xml files, most of them are [[OBD:BINA/OBJC#OBJC_types|BINACJBO]] files. The file type gets declared inside the file, so the file name itself doesn't has to contain the type. Ergo, "BINACJBOCharacter.xml" can be given a simpler name like "Character.xml". | ||
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===== | =====Breakable objects with BSL recognition===== | ||
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work. | Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work. | ||
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===== | =====Texture exchange===== | ||
BSL command [[BSL:PC_vs._Mac_Comparison_(table)|supported]] for PC and Mac: | |||
BSL command [[BSL:PC_vs._Mac_Comparison_(table)|supported]] | |||
: env_texswap ID texture | : env_texswap ID texture | ||
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==Exported Oni Level (ONLV*.xml)== | |||
* | |||
{| border=0 cellspacing=20 cellpadding=0 style="float:right" | {| border=0 cellspacing=20 cellpadding=0 style="float:right" | ||
| skybox file ONSKafternoon<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/ONSKafternoon.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/ONSKafternoon_tn.png] | | skybox file ONSKafternoon<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/ONSKafternoon.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/ONSKafternoon_tn.png] | ||
|} | |} | ||
File structure | |||
* ONLV instance | * ONLV instance | ||
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''' | '''Flags in the <OBOAObject> section''' | ||
These are also used for the physics.xml file | |||
: '''<Flags>''' | : '''<Flags>''' | ||
:: <!-- None --> | :: <!-- None --> | ||
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== | ==Exported Akira Environment (AKEV*.xml)== | ||
Somehow I would like to have the AKEV and ONLV information on one page (like the sound stuff on SNDD). Let's see how this turns out. | Somehow I would like to have the AKEV and ONLV information on one page (like the sound stuff on SNDD). Let's see how this turns out. | ||
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== | ==Ideas to test out== | ||
None ATM. | |||
== | ==Ideas that has been tested== | ||
=== | ===Sky dome - it's a fail=== | ||
{| border=0 cellspacing=20 cellpadding=0 align=right | {| border=0 cellspacing=20 cellpadding=0 align=right | ||
| sky box<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ugly_skybox_lines.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ugly_skybox_lines_tn.jpg] | | sky box<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ugly_skybox_lines.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ugly_skybox_lines_tn.jpg] | ||
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== | ==Ideas for onisplit== | ||
Neo might update OniSplit so that it is searching specific strings in object names of a dae level file. | Neo might update OniSplit so that it is searching specific strings in object names of a dae level file. | ||
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