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Exciting news! OniSplit now has a level importer! Please see Part 7) Level Importer - Beta for more info. I know I skipped a couple of parts, will work on those.
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Wow, Neo is really working fast lately. I hope everyone realizes how much we owe to him for his efforts.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Yea, and if OBAN creation is added (for camera drifts, object and char-y-axis animation) we should be able to create quite any ONI level we want.
Got the level to work. Needed two placeholders for TXMPEYE and TXMPT2. The objects are all on their place and seem to work as they should. Almost all. When animated one part of the double door is flipped. I thought that it could be something we never noticed before but it's not. You can see it at the jittering of the original and new doors. (Compare red crosses.)
A proposal:
Couldn't see how the sky was added to the level so I guess sunset is default. I would like to see more ONLV feature inside the xml file that bakes everything. (Marked in yellow.) Then we don't need to edit the created ONLV afterwards again. (That's at least the idea.)
<?xml version="1.0" encoding="utf-8" ?>
<Level>
<Environment>
<Model>
<Import>AKEVtest.dae</Import>
</Model>
<Rooms>
<Import>test_bnv.dae</Import>
</Rooms>
</Environment>
<Objects>
<Import>player.xml</Import>
<Import>objects.xml</Import>
</Objects>
<BSLfolder></BSLfolder>
<Skybox>ONSK*</Skybox>
<Characters>AISAlevel#_scripts</Characters>
<ENVP>
<Particles />
</ENVP>
<CRSA>
<FixedCount>0</FixedCount>
<UsedCount>0</UsedCount>
<Corpses />
</CRSA>
</Level>
(edit for gumby )
Last edited by paradox-01 (08/27/11 14:08)
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Sky is <Skybox>ONSK*
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Got it.
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Heh, you have sharp eyes, paradox. Also, EdT, are you going to cover lightmaps at some point?
Check out the Anniversary Edition Seven at ae.oni2.net!
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Wait, what exactly does the new importer do? Do we still need LevelTools?
Sorry for not seeing for myself, I don't have much time right now.
Last edited by Lukas Kreator (08/27/11 16:08)
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Part 5 Adding objects to the environment is up.
Part 2 Ghost quads info added.
paradox: ONLV will be editable in later versions and more features will be added. TXMP%65ye is the file you want, TXMPT2 is in level0_Final folder.
Iritscen: I don't know about lightmapping
Lukas: level importer is a command within OniSplit, we still need a GUI.
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Okay, maybe I will take it upon myself to cover lightmapping at some point, once I learn how to do it. Did you mention the flipped doors to Neo, EdT?
Check out the Anniversary Edition Seven at ae.oni2.net!
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True, I guess we don't have light baking do we?
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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It can be done, but it's a kludge.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Lightmapping? You mean that we can make objects in game emit light?
-I noticed that the hackers of oni community made a lot of modifications before they locked me up, do you have any idea what they want with an old game? -Modifications? What kind of modifications?
-Hard to tell, without getting a look at things but it looks like they're repurposing it. -Why?
-Beats me, all the game has is brutal melee combat and furious gunplay. -I dont like the sound of that.....
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emm where are pics o.O
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Lightmapping? You mean that we can make objects in game emit light?
No, but we can pretend that they do in a modeler, and bake the results from the modeler's radiosity render into the textures. Again, that requires a sort of hack. Oni natively only supports vertex shading.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Updated Part 7 Level Importer with information on Doors, Consoles and Doorlights.
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wow just tested this today, its awesome, the guys really do patrol. I can't wait for the next update.
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Script_10k: Did you try out the Lair with the addition of the city? http://oni.bungie.org/community/forum/v … 582#p37582
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Yeah that's what I was talking about.
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Last edited by Windy (01/17/12 11:01)
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Lots and lots of alarm triggering comguys/ninjas/comninjas! Prefferably with Losers new alarm triggering AI.
-I noticed that the hackers of oni community made a lot of modifications before they locked me up, do you have any idea what they want with an old game? -Modifications? What kind of modifications?
-Hard to tell, without getting a look at things but it looks like they're repurposing it. -Why?
-Beats me, all the game has is brutal melee combat and furious gunplay. -I dont like the sound of that.....
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Last edited by Windy (01/17/12 11:01)
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This is pretty friggin' impressive stuff! Thanks for posting.
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I need help please
I thought it would be fun to try to make a level, unfortunatelly it didn't take me long to fail somewhere.
When I'm trying to import simple textured plane from sketchup via VagoGUI Im getting an error:
(I selected export texture maps as the only option)
Then tried with triangulate all faces option selected and this error appeared:
Does anyone know whats the problem and how to fix it?
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I need help please
I thought it would be fun to try to make a level, unfortunatelly it didn't take me long to fail somewhere.
When I'm trying to import simple textured plane from sketchup via VagoGUI Im getting an error:
http://i.imgur.com/FenHFY2.jpg
(I selected export texture maps as the only option)
That seems more a warning from OniSplit. Does the file still gets created?
Then tried with triangulate all faces option selected and this error appeared:
http://i.imgur.com/8L7kRik.jpgDoes anyone know whats the problem and how to fix it?
Not sure about this one, I never imported objects directly (only with master xml file).
Please also post the commands generated by VagoGUI (click in the command cell and ctrl+c, ctrl+v) so who works with objects can help you to find the problem.
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The first error message is normal, actually it is not an error.
For the second error message, post your files, it will help me figure out the problem.
Also are converting a dae to oni or are you using the master xml?
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