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What's currently the main problem? Is there one big or is it a todo list of thousand little things?
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paradox: A lack of motivation When you export the AKEV for TCTF HQ, there are black boxes inside the stairwell that need to be manually deleted in ModTools. They are invisible in the original level, but become visible when the AKEV is imported.
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What do you plan to do with the tctf building in the city edt ?
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Samer: There was a new member Vadell, a few months back that had some Mod ideas and he wanted the TCTF HQ in the city level. So I gave it a try
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Here's a vbs script saving you that boring cleaning work in the future.
kill_NONEs
sub kill_NONEs
ActivateObjectSelTool
SelectAllUsingFilter "geometry", siCheckComponentVisibility
if selection.count = 0 then
exit sub
end if
redim obj_array(selection.count - 1)
counter = 0
for each n in selection
obj_array(counter) = n
counter = counter + 1
next
for each oObj in obj_array
SelectObj oObj
' create "script object"
set SO = selection(0)
for each cl in SO.ActivePrimitive.Geometry.clusters
if cl.type = "poly" then
mesh_name = SO.name
cluster_name = cl.name
material_name = cl.material.name
if cl.material.name = "NONE" then
SelectMembers mesh_name & ".polymsh.cls." & cluster_name
if selection.count > 0 then
ApplyTopoOp "DeleteComponent", selection, siUnspecified, siPersistentOperation
logmessage "cleaned object: " & SO.name
else
logmessage SO.name & " was already clean"
end if
end if
end if
next
next
ActivateObjectSelTool
DeselectAll
end sub
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Paradox: That is great, can you add that to your ModTool script. Thanks.
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Hmm yes.
But tell me how do you run Mod Tool? I forgot.
Is it Windows on dual boot or a virtualization software like Darwin?
Last edited by paradox-01 (07/27/14 12:07)
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Minor update: the ModTool addon works great in removing the unwanted polygons.
But now the fun starts, getting all the bnvs to work, getting the TCTF HQ model to merge neatly with the City model and so on.
Instead of a single 3D model with the TCTF HQ and City merged, I have them as separate daes and use OniSplit to merge them together. Why? Because Sketchup is terrible at importing daes with the textures. Instead of getting the model with all the textures correctly named and scaled, Sketchup imports the textures as separate pieces and renames them to something like __auto_1_38, __auto_1_39.
So for example in the City model, after I imported the models into Sketchup, I had to manually apply and scale the textures to the polygons. But since it was mostly building exteriors, it wasn't too bad. But that would be too much work for TCTF HQ building model.
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Since you work so much with Sketchup it might be worth to check out Ruby.
Then your scripts running in Sketchup could fix the problems.
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Any part 2 coming? This is one of the best levels I've played! Maybe a War kinda battle like TCTF army vs Syndicate on ground then we jump sides.
Anyway: I challenge anyone to beat my timing for the amazing City Level! 159 Seconds. There is something fishy if you are observant enough (Hint: Konoko). But this shows is not impossible to achieve something like 157s which I've achieved off screen, but with countless falls... I assume around 155s is the upper limit possible.
youtube /watch?v=8q5cWOF3f1E since i can't post links...
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@ Rei I'm glad you enjoyed the City Level. Hopefully, one day, I'll get motivated to continue work on the level model. Who knows, maybe you can come up with a new script for it. Of course, after you finish your Rooftop mod.
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Update: TCTF HQ added to the level. It is in the same location as the original model so the BINACJBO files from level 8 to add furnitures, doors, consoles, patrol paths and so on can be used, without modification to their positions.
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