XML:ONLV: Difference between revisions

341 bytes added ,  22 March 2013
m
stair marker: ramp will gets NoObjectCollision and intersecting geometry receives NoCharacterCollision
m (I doesn't like photobucket anymore and hope you don't mind if I upload more modding images to wiki.)
m (stair marker: ramp will gets NoObjectCollision and intersecting geometry receives NoCharacterCollision)
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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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==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]==
==Concept phase==
'''General information'''
Be aware of limitation of level and engine.
* 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)
* triangle limit of a game level: ca. 520.000 (500.000 to be on save side)
* also, keep in mind that characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units
* 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)
* 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)
* geometry stops at ca. X=4228|Z=4228 and -4228|-4228 (height not tested)
* chr_debug_spheres = 1 visualizes collision spheres of characters, then you can check if they fit through a new entrance




==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]==
'''Demo files'''
'''Demo files'''


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* ''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
* normally characters can't pass low verticals like at staircases/curbs if those don't have a ramp, near ground level Y=0 is an exception where characters are allowed to step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
* max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death
* max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death


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texture: '''_marker_stairs'''
texture: '''_marker_stairs'''
Normally, characters can't move on stairs if they contain verticals. In this case you can use a sloping quad that is above or inside the staircases. It's possible to set the desired flags at the <Model> section but doing so and exporting self-made stair ramps is wasted time. So apply simply _marker_stairs to that quad, characters will move on that surface.


Results in flags: Stairs Transparent TwoSided Invisible NoObjectCollision NoOcclusion
Results in flags: Stairs Transparent TwoSided Invisible NoObjectCollision NoOcclusion


Ramps can also be applied with sloping bnv ''room'' quads. So what can Stairs do better?
No effect to pathfinding creation. Regularly textured stair geometry (that intersect the marker quad) will be flagged as NoCharacterCollision.
 
If the stair cases are somewhat too big, characters might be still able to move on it because this quad has character collision. No effect to pathfinding creation(?).




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Results in flags: Transparent TwoSided Invisible NoOcclusion
Results in flags: Transparent TwoSided Invisible NoOcclusion


Can be used as alternative to _marker_barrier, the pathfinding grids will be also red, light green, and green
Impassable walls are very similar to collision boxes except that particle can also collide with it. The pathfinding grids will be also red, light green, and green.




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