8,484
edits
Paradox-01 (talk | contribs) m (polygon cluster extraction)  | 
				Paradox-01 (talk | contribs)   | 
				||
| Line 455: | Line 455: | ||
'''IIRC, Edt said you need to carefully pick the options while importing''' core geometry as rooms with otherwise open doors can be blocked for character locomotion.  | '''IIRC, Edt said you need to carefully pick the options while importing''' core geometry as rooms with otherwise open doors can be blocked for character locomotion.  | ||
For destructive environment / Chaos system a modular core geometry might be better   | For destructive environment / Chaos system a modular core geometry might be better. However, this might require scripting again to split geometries apart.  | ||
In XSI we can relative easily see where object   | In XSI we can relative easily see where an object has "polygon clusters" and associated textures. (Select a polygon cluster in wireframe mode while having an Image panel open.)  | ||
Whether this can be an alternative to Edt's workflow only major '''testing''' can show whereby the geometry is extracted as usual...  | |||
  Onisplit -extract:dae level1_Final level1_Final/AKEV*.oni  |   Onisplit -extract:dae level1_Final level1_Final/AKEV*.oni  | ||
| Line 483: | Line 483: | ||
After the level has been broken down into pieces it could be save as DAE and then converted to FBX.  | After the level has been broken down into pieces it could be save as DAE and then converted to FBX.  | ||
====Sockets====  | ====Sockets====  | ||
edits