8,018
edits
Paradox-01 (talk | contribs) m (Note to self: clean up!) |
Paradox-01 (talk | contribs) m (display flag via ICE, I forgot how to do it, this time I will write it down) |
||
Line 5: | Line 5: | ||
: --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:27, 16 July 2014 (CEST) | : --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:27, 16 July 2014 (CEST) | ||
==Dev notes for the remake== | |||
===Display flag via ICE=== | |||
Normally using a "Simulate Rigid Bodies" ICETree node is clearly none-sense. But it works, so ... | |||
https://dl.dropboxusercontent.com/u/139715/OniGalore/abusing_ICE_for_displaying_a_flag.png | |||
'### setup flag display by abusing ICE | |||
CreatePrim "Cube", "MeshSurface" | |||
ApplyOp "ICETree", selection(0), siNode, , , 0 | |||
AddICENode "$XSI_DSPRESETS\ICENodes\SimulateRigidBodiesNode.Preset", selection(0) & ".polymsh.ICETree" | |||
ConnectICENodes selection(0) & ".polymsh.ICETree.port1", selection(0) & ".polymsh.ICETree.SimulateRigidBodies.simulate" | |||
AddICENode "$XSI_DSPRESETS\ICENodes\IntegerNode.Preset", selection(0) & ".polymsh.ICETree" | |||
ConnectICENodes selection(0) & ".polymsh.ICETree.SimulateRigidBodies.precision", selection(0) & ".polymsh.ICETree.IntegerNode.result" | |||
DisplayPortValues selection(0) & ".polymsh.ICETree.SimulateRigidBodies.precision" | |||
SetValue selection(0) & ".polymsh.ICETree.IntegerNode.value", 7 | |||
SaveKey selection(0) & ".polymsh.ICETree.IntegerNode.value", 1 | |||
'### check if ICETree op exist on this object | |||
for each oOperator in selection(0).ActivePrimitive.ConstructionHistory | |||
if oOperator.Name = "ICETree" then | |||
got_ICE = 1 | |||
end if | |||
Next | |||
if got_ICE then | |||
logmessage "found ICETree" | |||
else | |||
logmessage "couldn't find ICETree" | |||
end if | |||
Line 70: | Line 99: | ||
===Adding multiple textures to level geometry=== | ===Adding multiple textures to level geometry [out-dated]=== | ||
Material and textures are normally stored right under the object. But AKEV geometry can have more than one texture. Here comes polygon clusters in to play. | Material and textures are normally stored right under the object. But AKEV geometry can have more than one texture. Here comes polygon clusters in to play. | ||
edits