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Paradox-01 (talk | contribs) m (a script that simplifies vertex color and render map creation) |
Paradox-01 (talk | contribs) m (danger quads) |
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* more information / updates for exported xml files | * more information / updates for exported xml files | ||
* ModTool: is it possible that a light source and an object draw a shadow on another object? | * ModTool: is it possible that a light source and an object draw a shadow on another object? | ||
* taking another look on _marker* textures | |||
* is the size of TRAM collision spheres hardcoded or defined in those files? | |||
** for some animations the spheres seem smaller, e.g. comguy and swat crouch. relevance: low ceilings | |||
__TOC__ | __TOC__ | ||
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====<Rooms>==== | ====<Rooms>==== | ||
The Room tag is mandatory. It contains an import path 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 technical information on BNV see [[OBD:AKVA|HERE]]. | ||
For example: | For example: | ||
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* ai2_chump | * ai2_chump | ||
:: spawns a friendly striker that follows the player if possible, makes also pathfinding grids visible | :: spawns a friendly striker that follows the player if possible, makes also pathfinding grids visible | ||
'''danger quads''' | |||
The pathfinding grids can have different colors with different meanings. | |||
* white/gray - clear space | |||
* green light - semipassable | |||
* green dark - stairs | |||
* blue very light - border 1 | |||
* blue light - border 2 | |||
* blue - border 3 | |||
* blue dark - border 4 | |||
* orange - danger | |||
* red - impassable | |||
For detailed information on colors see [[OBD_talk:AKVA/0x24#EFFECTS_of_various_pathfinding_grid_tile_types|HERE]]. | |||
Normally, OniSplit decide how to color the grids. But it's possible to add own danger quads to fine tune zones of high importance. Those orange areas will be generated with the 4 different blue borders around it. | |||
Danger quads can be imported with level geometry. They must have "_marker_danger" as texture name. | |||
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