XML:ONLV: Difference between revisions

1,013 bytes added ,  20 March 2013
m
danger quads
m (a script that simplifies vertex color and render map creation)
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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