8,452
edits
Paradox-01 (talk | contribs) (Vertex shading?) |
Paradox-01 (talk | contribs) mNo edit summary |
||
Line 453: | Line 453: | ||
Some [http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/scel_vertexcolor.htm,topicNumber=d30e45698 reading material], maybe it contains something useful for us. | Some [http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/scel_vertexcolor.htm,topicNumber=d30e45698 reading material], maybe it contains something useful for us. | ||
Something [http://oni.bungie.org/community/forum/viewtopic.php?pid=29089#p29089 better at ocf?] | |||
====<Rooms>==== | ====<Rooms>==== | ||
This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | ||
(What the heck does BNV stand for? Bungie Node Volumes?) ^_^ | |||
* every ghost wall has to be parallel to 2 room quads | |||
* uneven ground tolerance +/- 2 in height. | |||
BSL commands: | |||
* chr_show_bnv = 1 shows number of bnv the player is standing on | |||
* ai2_showgrids = 1 shows pathfinding grids | |||
* ai2_chump spawns a friendly striker that follows the player if possible | |||
edits