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You can add this between the other two lines in build.cmd to prevent a crash. | You can add this between the other two lines in build.cmd to prevent a crash. | ||
OniSplit.exe -create:txmp out env/markers/*.tga | OniSplit.exe -create:txmp out env/markers/*.tga | ||
==Terminology== | |||
;Level | |||
:The term "level" is often used to shorten "level map" (buildings and terrain). | |||
;Geometry | |||
:Oni differentiates between basically 3 types of geometry: | |||
:* Static objects (sometimes also name AKEV core geometry) | |||
:* Animated objects | |||
:* Pushable objects (not used in the original game) | |||
;Static geometry | |||
:* Unique level geometry with no functions (AKEV core geometry such as building and streets) | |||
:* Repeating objects are considered furniture (FURN) although they can be ugly boxes, containers, benches, etc. FURN was used to be imported by an object collection, an CJBO.<!-- | |||
:** Individual game assets can be considered a class, when placing or baked into the game, the instances (copies) of that class are made--> | |||
:* Geometry objects with actual functions (CJBO such as doors, consoles, triggers) | |||
:** Some types of CJBO (flags, patrol paths, and spawn lists of weapons, characters, powerups) are not considered being part of the level geometry. | |||
;Baking | |||
:When a level gets baked, all geometry get merged. | |||
:*Unique level geometry will have vertex painting. | |||
:*Objects derived from already compiled oni-files (shared classes) will have no vertex painting. | |||
:*Animated and pushable object will have no vertex shading. | |||
;Vertex shading | |||
:Vertex colors can be painted onto core geometry. | |||
==The master XML file== | ==The master XML file== |
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