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i'm sorry it's hard to understand what u mean sometimes :$ .. u really should turn off that auto-correct thing read cheerful ?
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Sorry .... corrected.
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I have been updating the China level, so hopefully, those issues have been taken care of. I'm getting close to releasing the final version. I had a collision box around the tree, however, it had too many polygons, so that caused the falling through floor bug. I lowered the poly count and that seemed to fix the problem.
So based on observations, if the player comes into contact with a high poly count furniture, it messes something in the Oni engine and causes the player to fall through the ground.
When you use the level importer, it takes into account furniture that is added to the level's environment and then creates the pathfinding grids.
Currently, there are 2 ways to add furniture to a level. 1) Include them in the level model 2) Use the BINACJBOFurniture.xml to position them on the level.
The junkyard mod had all the furniture added to the level's model. Boss Battle used the BINACJBOFurniture.xml technique.
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I did read cautiously but this :
And one note for passing apartment level you will have only 10 minutes(until BGI VOLT escape after fight witch Sarai. To this time you can explore as much as you want)).. for underground to escape only 5...
means 10 minutes until the volt .. U should have said 10 minutes for the bgi vault escape .. Not until .. Until means before that.
anyway moving on .. In the warehouse same enemies or maybe add something extra ?
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BINACJBOFurniture.xml- to much time consuming. I don't have problem with adding furnitures to the level. Only for creating BNV..
When I exported the Apartment to ONI.. i get PF grids for walls, but not for furnitures(maybe the cause is the fact that there are to close one to another).
Well I will return to this topic when I finish the entire level(or add last building with surroundings).
BTW. even without BNV for f.r. the AI was able to move in it almost perfect(looking for player, fighting witch him, etc)only sometimes blocking.
Last edited by ltemplar (09/17/12 16:09)
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Samer. V.T.O.L.(not VOLT- sorry) Is the vehicle not a place.And means Vertical Take-off and Landing. So this statement is correct.
Update on Hammer:
UVW- finish
Textures- attached but not finish
Number of textures. 8
wrist+arms -single 512x512 texture
Calf+thigh - single 512x512 texture
Torso+shoulders single 512x512 texture
head+neck single 512x512 texture
hand fists - single 128x128 texture
foots - single 128x128 texture
mid - single 256x256 texture
pelvis - single 256x256 texture
Or the mid+pelvis 512x512 could be one texture if you wish..
To the end of this weekend it will be probably finish(model+textures+XSI file+2 extra animations(ground smash, rhino charge) - rest will be up to you Samer.
Last edited by ltemplar (09/18/12 15:09)
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Thanks ltemplar that's good news
And thanks for the animations that's a nice surprise as well
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Update on hammer
Till i go with the rest of the textures..tel me what you think.
The black texture with the white lines on it, it's my UVW checker texture.
Last edited by ltemplar (09/19/12 17:09)
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liking it so far .. Keep up the good work .. Also please give us a sideways screenshot when u can.
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Update on Hammer.
Model-100%
UVW-100%
Texture-80%
Animations-40%
Export-0%...
Tel me what you think.
requested side view.
I thinking to add something to torso.. because it look to poor now.. But I don't have any idea what to add.Any suggestions?
Last edited by ltemplar (09/20/12 16:09)
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LOVE IT ! really just awesome ! thx a lot ^_^
i like the torso as is .. but maybe it can use some green details or lines or make some of the pieces black, but really not necessary ..
Last edited by Samer (09/20/12 16:09)
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About the hammer.. i think that we can create possibility that in fight with Konoko.. he start losing his face parts(like gas mask or Visors- something like Nemesis from RE series.. trow into fire.. blasted.. but still going)Adding some burnies injurnes..or broken parts in the armor could be also interesting addition.
What do you think about this concept?
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Seems a very interesting concept bring it on.
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i like it as a concept .. but that means u'll have to create several onccs, trmas and trbs that might be much for 1 character and will take more work from u .. while there's still the trooper and robots to do ..
if u have the time and passion for it then sure go ahead
but send me the files over when u're done with textures and animations .. that idea can hold on till we finish other characters and the level.
btw i like the head with full helmet and the head without anything the most.
Last edited by Samer (09/20/12 22:09)
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I like the hammer with the green visor.
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Update on the HAMMER char.
Model-finish
UVW- finish
Textures-finish
Animation-50%
Export-0%(this will be your task Samer. After all this is your character not mine)
I will send you XSI file ready to export(still have this export problem issue)+textures+animation(I'm using Barabbas model for this task)+description.
If you have any wishes for him tell me now.
Rest will be up to you(exporting+adding in to game).
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oh exporting is the one thing i was worried about most :\ but is it ready to be exported ? i mean did u set the rotations of the centers properly ? and match them to barabas ?
and better if u send me dae not a scene file. (and include the other heads please)
i'll do the other stuff oncc and trma and such and test in game ..
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Yeah i will send you XSI file ready to export(rotations, centers,scale will set them properly don worry).. The dae will be messed up.Sorry.
The animations will be for Barbabas model(their are sheering the same hight and mass so that's the best choice).
I can include you dae file too..but this will be total mess..
Now do you need model witch textures now, or you will wait till I finish animations?
Last edited by ltemplar (09/21/12 15:09)
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"I can include you dae file too..but this will be total mess.."
I'm still interested in a rigged, animated file.
Last edited by paradox-01 (09/21/12 15:09)
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I have trouble openinig scene files, so include dae in case the scene file doesn't open with me i'll figure the mess out, and i can wait till u finish animations, as i'm working on hanako currently .. Thanks in advance ..
p.s the hammer looks great now.
Last edited by Samer (09/21/12 16:09)
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Paradox-01..
You mean skinned and rigged..or linked properly(like oni normal chars)?
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Skinned and rigged please.
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I will see what I can do.
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Hammer model+textures..only..sorry
I had a crash on my computer .Only god thing is that all other files(for NEP, also for ONI) i gave on the outside disk(but not XSI- it not allow me to create custom folders).My XSI is not working as it should..so i can't do much more..(the files are not lost , but I must firs clean that mess, till i will be able to recover anything form XSI)
I will send(until something again bad happen)Model in DAE format+textures in TGA.
Sorry again.
The link
http://www.mediafire.com/?ga7qckq752kilno
PS. Check the viruses first..I removed all, and my anti virus seed that all are gone.. but i can gave 100% vagrancy for this.
Last edited by ltemplar (09/23/12 09:09)
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mm ok .. like u said the dae is surely a mess, u need to freeze scaling from now on that might be why u are having trouble exporting it .. the rotations of the body parts are also wrong and it has the node thing, are u matching object rotation or center rotation ? ...
it'll take me some time to rematch it to an oni character and parent things correctly..
but can u please at least send me the other heads ? this one only includes 1 head.
edit : mm i think i can get the other heads b deleting polygons from the current one. but if u have them that would be easier.
Last edited by Samer (09/23/12 10:09)
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