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#26 25/7/14 15:17

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: City Level Part 1 - Released July 12 2013

What's currently the main problem? Is there one big or is it a todo list of thousand little things?

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#27 26/7/14 9:07

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: City Level Part 1 - Released July 12 2013

paradox: A lack of motivation smile  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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#28 26/7/14 9:36

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: City Level Part 1 - Released July 12 2013

What do you plan to do with the tctf building in the city edt ?


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#29 26/7/14 13:01

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: City Level Part 1 - Released July 12 2013

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 smile

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#30 27/7/14 10:20

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: City Level Part 1 - Released July 12 2013

delete_polygons_in_clusters_that_use_NONE_material.png

Here's a vbs script saving you that boring cleaning work in the future. smile

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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#31 27/7/14 11:32

Alloc
Member
From: Germany -> Darmstadt
Registered: 14/1/07
Website

Re: City Level Part 1 - Released July 12 2013

I doubt that VBS is available on Macs wink


ONI2.net, link to just any important resource-pages about ONI.

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#32 27/7/14 12:13

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: City Level Part 1 - Released July 12 2013

Paradox: That is great, can you add that to your ModTool script.  Thanks.

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#33 27/7/14 12:14

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: City Level Part 1 - Released July 12 2013

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 (27/7/14 12:15)

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#34 30/7/14 15:32

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: City Level Part 1 - Released July 12 2013

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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#35 30/7/14 17:06

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: City Level Part 1 - Released July 12 2013

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. smile

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#36 19/12/14 16:12

Rei
Member
Registered: 19/12/14

Re: City Level Part 1 - Released July 12 2013

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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#37 21/12/14 0:51

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: City Level Part 1 - Released July 12 2013

@ 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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#38 19/2/16 18:54

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: City Level Part 1 - Released July 12 2013

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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