XML:ONLV: Difference between revisions

602 bytes added ,  6 March 2013
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====<Rooms>====
====<Rooms>====
This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids.
The Room tag is mandatory. It contains an import path to BNV data (*.dae) which is used to create pathfinding grids.


For example:
For example:
  <Import Path="env/lab_bnv.dae"/>
  <Import Path="env/lab_bnv.dae"/>


Making BNV consist of 2 parts: rooms and ghost quads. Every ghost has to be parallel to 2 room quads.
Making BNV consist of 2 parts: rooms and ghost quads. (What again does BNV stand for?)


(What again does BNV stand for?)
* Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all.
 
* ''Ghosts'' are vertical planes. You need a ''ghost'' to connect two parallel ''rooms''.
 
* Actually, those horizontal and vertical planes can have any name and don't need any texture.
;In Mod Tool
* During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "_marker_ghost.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes.
* those objects are named "ghost_''N''" and "room_''N''"; whereby room is an area for pathfinding and ghost connect those areas
* ghosts are vertical planes with a transparent texture named "_marker_ghost.tga"
* rooms are horizontal planes with textures named "bnv_grid_''N''.tga"




;Tolerance values
;Tolerance values
* horizontal distance from room to ghost: 1
* horizontal distance from ''room'' to ''ghost'': 1
* vertical distance from room to ghost: 18
* vertical distance from ''room'' to ''ghost'': 18
* ghost horizontal dimension must be bigger than 0
* ''ghost'' horizontal dimension must be bigger than 0
* under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
* under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
* characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
* characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
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[[Image:Pathfinding_grid.JPG|thumb|200px|right|''ai2_showgrids = 1'' in action]]
;BSL commands
;BSL commands
* chr_show_bnv = 1
* chr_show_bnv = 1
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