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  • Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see [[XML:ONCC#Variants.2C_geometr ...maging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
    4 KB (575 words) - 20:14, 6 December 2023
  • ***[[OBD:AGQC|AGQC]] Gunk Quad Collision Array ***AGQC Gunk Quad Collision Array
    9 KB (1,513 words) - 19:31, 9 December 2023
  • ...The reason for this are the collision spheres, even though you slide, the collision spheres remain vertical. ...ible. Don't know where those were posted. Probably those object don't have collision at all. :(
    9 KB (1,404 words) - 10:59, 2 November 2023
  • * Anims that better interact with env ** core geometry (workaround for collision problems? breaking things up?)
    5 KB (670 words) - 21:47, 5 February 2023
  • {{OBDtr| 0x0C | bitset32 |C8FFFF| 00 12 00 00 | in use, face collision | flags; the bits are as follows: :'''0x80''' 00 00 00 - never used in Vanilla data ("notify collision"; set at runtime for a level's doors)
    12 KB (1,908 words) - 08:49, 6 January 2022
  • ...is the most advanced shader in Oni, it's about the worst implementation of env mapping there ever was (the projection is planar and the camera angle is no .../brent_gdc00.html An Algorithm for Hidden Surface Complexity Reduction and Collision Detection Based On Oct Trees] by [[Credits|Brent H. Pease]] (note that figu
    11 KB (1,891 words) - 14:16, 18 September 2022
  • env - environment (permanent non-decal) ..._not_used.wmv" - if the action '''StopIfBreakable''' is NOT used, then any collision of the pellet with any kind of a wall (even with breakable glass) will let
    7 KB (993 words) - 20:25, 28 January 2024
  • |Gunk Quad Collision Array |Env Particle Array
    11 KB (1,616 words) - 19:33, 9 December 2023
  • {{divhide|env markers - feature update #3 (upcoming)}} Since this update deals mainly with textures I better shouldn't stop at env markers.
    36 KB (5,256 words) - 22:17, 9 April 2023
  • * '''chr_debug_spheres = 1''' visualizes the collision spheres of characters, so you can check if they will fit through an entranc OniSplit.exe -create:txmp out env/markers/*.tga
    62 KB (8,990 words) - 21:32, 12 May 2024
  • | [Akira] Gunk Quad Collision Array | Env Particle Array
    24 KB (3,511 words) - 19:54, 13 November 2022
  • ::: '''''Char-env impacts''''' (animation-based: footsteps, fall, etc.) ...-character collision, but not fixed if the origin is a character-character collision (for example, look up the plasma shot "w3_phr_x02" and add it in the partic
    29 KB (3,992 words) - 18:06, 9 October 2023
  • Hey Neo, can we delete collision stuff at the top of the page? I saved it, so it is not neccessary to leave Hey Neo, how do I add a Character collision event + attachement in a PAR3 xml file?
    39 KB (6,402 words) - 15:29, 7 May 2023
  • ..._nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1 ===env===
    44 KB (7,703 words) - 19:12, 29 February 2024
  • * animated objects with collision box to stand on * particle (attachable to env, weap, char)
    53 KB (8,102 words) - 14:47, 24 March 2024