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#1 08/05/11 20:08

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Muro's Lair - Preview

I have been struggling, going crazy playing around with Sketchup.  It has potential to make levels, but in someways very hard to work with.  In one way it is easy to make a model, but, organizing the level, getting the parts to the right position, polygons getting merged that shouldn't, parts getting rotated in Oni and a host of other issues makes it time consuming.

Update 8/14/11 Added ghost GQ to allow AI's to use patrol paths Ramps now work, AI can patrol up and down ramps.
I'm using a Mac program called Cheetah 3D to add objects to the level.

Don't know how long it will take to release the level, still lot's to do, but it's a start.

Exterior
murolair2.jpg

Interior: kitchen
murolair_kitchen.jpg

We have 3D fire extingushers
murolair_fire.jpg

Pathfinding grids smile
murolair_grids.jpg

BNV
murolair_bnv.jpg

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#2 08/05/11 22:08

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

Hmm... So you managed to make it work? That is great!

As for ramps, you can see my level for a simple temporary method of fixing that. Just pay some attention when going up the ramps in it, you should see some interesting things on the edges.

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#3 08/14/11 23:08

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Muro's Lair - Preview

Updated first post with new screenshots.

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#4 08/15/11 02:08

Jon God
Member
Registered: 01/17/07

Re: Muro's Lair - Preview

Let me know if you need help with textures.


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PSN: Jon_God
XBL: Ernie The Bear

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#5 08/15/11 05:08

s10k
Member
Registered: 01/14/07
Website

Re: Muro's Lair - Preview

Looking pretty good.

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#6 08/15/11 08:08

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Muro's Lair - Preview

sad I WANT ! big_smile looking great !


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#7 08/15/11 13:08

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Muro's Lair - Preview

Well I'd be staffed. Amazing.
Btw, BNV = Pathfinding grids?


Circus Afro, Circus Afro, Polka Dot, Polka Dot!

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#8 08/15/11 15:08

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

I think it is a BNV for the grids and an AKEV for the level geometry itself.

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#9 08/15/11 21:08

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Muro's Lair - Preview

Yes, Lukas you are correct.

Update: Got trigger volumes working, so now there are savepoints smile

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#10 08/16/11 11:08

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

Trigger volumes? That is great! We can do some cool things with them...

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#11 08/16/11 15:08

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Muro's Lair - Preview

What's a trigger volume?


Circus Afro, Circus Afro, Polka Dot, Polka Dot!

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#12 08/16/11 16:08

Tarik
Banned

Re: Muro's Lair - Preview

That looks beautiful, I don't know what BNV, DAE, TXMP, And other stuff means but i will modificate once and for all in one, life time with my Best Grammer.

#13 08/16/11 16:08

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

Trigger volume is like a box, a volume, wich is not physical, in the sense that you cannot see it or collide with it in-game, but instead is useful to mark regions.
The "trigger" in the name means it can be used to trigger events, if you know what I mean.
I didn't know they also served as Savepoints, but I know there are some functions (BSL) related to them.
You can, for example, make people spawn when you enter a trigger volume.

However, I'm not completely sure what I'm talking about because I never used them XD

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#14 08/16/11 16:08

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Muro's Lair - Preview

Well, you need to tell the game to save when you reach a certain point in the game right? Hence, trigger volume smile


"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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#15 08/16/11 16:08

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

Makes sense now tongue

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#16 08/17/11 00:08

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Muro's Lair - Preview

Looks good, also nice to see the first implemented kitchen in Oni.

Anyway can't wait to see more. smile


Oni IRC | Kumite! Kumite! Kumite!

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#17 08/17/11 02:08

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Muro's Lair - Preview

I can barely restrain myself from making a slightly sexist joke about that photo ._.


"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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#18 08/17/11 03:08

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Muro's Lair - Preview

Mukade sir I am disappointed in you! >:C


Oni IRC | Kumite! Kumite! Kumite!

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#19 10/02/11 21:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Muro's Lair - Preview

This is taking a lot longer than expected, especially since I added a large town outside the Lair.

Here is a preview version: http://mods.oni2.net/system/files/80230Lair.zip

I'm thinking of having some mini-missions in the town, before entering the Lair.  The first mission is to find and escort a scientist to safety.

Lair_scientist.jpg

You will need to use Lukas's OniUnlock, since the Lair will be using Level 20.  You can get it here:
http://oni.bungie.org/community/forum/v … hp?id=1951

I'm using the textures from Sketchup, one day, I hope to use better ones.

I'm sure there will be bugs or problems with this level, since it is so huge!

If you have some ideas for the town, please post them.  If you can help script the ideas, that will be better smile

Finally, credits go to Robert Anthony who gave me permission to use his model Remus:
http://sketchup.google.com/3dwarehouse/ … e8265c857c

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#20 10/03/11 10:10

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Muro's Lair - Preview

Ideas? Why not make a hilarious, nonsense plot (cutscenes, unexpected random actions, making fun of Oni's dialogues, bugs, anything) for the lair? Something like Conker's Bad Fur Day or Malkavian Mod for Deus Ex.


Circus Afro, Circus Afro, Polka Dot, Polka Dot!

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#21 10/03/11 13:10

Loser
Member
From: somewhere in da Czech Republic
Registered: 01/14/07

Re: Muro's Lair - Preview

A town huh...
In the ancient past, when Geyser ruled Oni boards with his iron fist, there was an idea of Konoko being able to ride her bike. Unfortunately, no reason was found to create such a mod. Until now.


That's for the past. And as far as my ideas are, I think more of a civil conflict, maybe Syndicate starting havoc after being targeted by TCTF. I am well aware of 32 characters limit, but I guess that could be managed somehow, for example via breaking the city (gameplay-wise) into a number of smaller sections with various objectives. Oni can hold info about 10 savepoints, I guess that is enough.

Ah, and of course... EdT, you ROCK. Hand risen in the air under 45 degrees...and two fingers up!

Last edited by Loser (10/03/11 13:10)


"I am just a mere reflection of what I would be."

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#22 10/03/11 14:10

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

Secondary objectives? Really great idea! Will the reward be a number of hypos and/or ammo? Or maybe a weapon?
Oh and I'll give a try to the lair ASAP and edit the post.

By the way, thanks again for linking to one of my programs.

EDIT: Sorry, I'm having problems with Oni. I'll test the Lair when I fix them, because the problems happen just when I install any mods.

Last edited by Lukas Kreator (10/03/11 16:10)

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#23 10/03/11 14:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Muro's Lair - Preview

I have an idea for a mission where Konoko has to blow up something that is well guarded. Don't know how to implement it yet...

Also, adding the prone mod will help to sneak around the town.  Though, the script needs to be slightly revised, so that the AI will be blind while you are in the prone state, otherwise, they see you clearly as if you are standing.

Loser: I can't wait to see your motorcycle riding mod big_smile 

Lukas: Yes, it will be easy to add rewards for completing the missions, just a little BSL coding.

I think there are a lot of possibilities with this level to have some fun.  But I can't do it all by myself, so I will appreciate any help with the Lair.  And that includes improving the 3D model!

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#24 10/03/11 14:10

Yoriko
Member
From: Sweden, Gothenburg
Registered: 02/15/11

Re: Muro's Lair - Preview

All this talk about secondary missions und stuff reminds me of the direction Bungie West was going with the game in the first place, problem solving, different ways to deal with a mission, different outcomes and if you can add some places where you can use the enviroment to your advantage (shoot some supports and some stuff falls down on your enemies and kill them sorta thing) that would be swell. Either way you go with it I wont complain though. big_smile


-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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#25 10/03/11 16:10

Lukas Kreator
Member
Registered: 05/07/10

Re: Muro's Lair - Preview

We could make a village, put some NPCs in it and make Oni RPG! XD

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