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#76 22/10/16 7:32

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

Re: Creating the Lair - A level tutorial

Throwing some info around...

Improvement in PF reliability: merge BNV objects, merge their overlapping blue edges

http://wiki.oni2.net/Mod_Tool#Mesh
http://wiki.oni2.net/XML:ONLV#.3CRooms.3E


> Unsupported primitive type 'Lines' found in geometry 'ID10', ignoring.
Sketchup created an object which is only a line (useless to onisplit) or that object was created when converting the sketchup data to dae.

> BNV polygon: discarded, polygon is degenerate
No idea.

> BNV polygon: discarded, ghost is a 3-gon
A polygon made of 3 point (so it's a triangle). But Ghosts and BNV should be always quads (4 point polygon or "4-gon".)

Last edited by paradox-01 (22/10/16 7:33)

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#77 22/10/16 15:23

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

Re: Creating the Lair - A level tutorial

How did you make the vertical plane? Which tool in the sketchup you used?

I use the push pull tool. First of all make sure the four sides of the face are made up of a single line. Sometimes a line might appear as a single line, but if you select it, only one part turns blue. It was actually two lines connected together, so you have to delete both lines and replace it with a single line.

Next select the face with push/pull tool and then click on the option key to get a plus symbol on the tool.  Now when you pull up, it will leave the original face and make a copy.  Now delete the top face and the sides which are not connected to any other faces and you will have the ghost quads between the quads on your path.

Example of using the push pull tool with option key: https://youtu.be/xTzh4KGuXzE?t=172

EDIT: Here is a tip, I usually make a copy of the quads that will make up the path for the AI, then use open a new file and use the paste in place command. Now I will have a bnv that is the exact copy of the path. Though you may have to clean up the quads to make sure they all have 4 sides.

Last edited by EdT (22/10/16 15:40)

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#78 23/10/16 16:13

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Thanks EdT and paradox. I will check your tips as soon as possible.

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#79 24/10/16 20:45

Scarlett
Member
From: Jamaica
Registered: 25/11/15

Re: Creating the Lair - A level tutorial

This will help me a ton in making my new level. Just need to come up with some ideas about the other 2 bosses and what enemies should appear and what item to use to summon the last boss. Is it possible to add your own particle texture to Oni?

Last edited by Scarlett (24/10/16 20:46)

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#80 27/11/16 10:06

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Moving all the level Tip:
Recently I needed to move all my sketchup level by 700 in height (because Mukade hardcoded teleport). Here's how you do it in sketup:

- You select everything with ctrl + A
- The you select the move tool and click in a point which indicates the starting point to move all the level:
click_in_a_point.png
- Move up with the mouse until it displays "on blue axis":
move_up.png
- Finally type 70m ( = to 700 height in oni world) and you are done:
type70m.png

Extra documentation about move tool can be checked in the following pdf:
http://script10k.oni2.net/onibungieforu … 20tool.pdf

You can check the final position with the oni world coordinates using this small plugin which I edited (completely unofficial, I just changed a existing one created by Trimble):
http://script10k.oni2.net/onibungieforu … lities.zip
querytool.png

Plugin is in Tools -> Utilities -> Query Tool. As you can see in the screenshot above the world was moved correctly to the 700 height position.

Last edited by s10k (27/11/16 10:08)

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#81 28/11/16 16:40

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

Re: Creating the Lair - A level tutorial

Who would have thought that SketchUp is so clumsy smile
Thanks for sharing.

...
Say, is the pathfinding working by now?

Last edited by paradox-01 (28/11/16 16:41)

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#82 28/11/16 17:32

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Pathfinding still does have some problems, I also couldn't get patrol to work yet.

I have been giving priority to other things in the level, once I look in pathfinding and if I can't get it right I will ask for help to you guys.

Btw I've been making some nice progress with the level, I hope to post some first screenshots and videos soon (since it is an arena level I can't really show much as there aren't much gameplay variety).

Last edited by s10k (28/11/16 17:36)

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#83 28/11/16 17:53

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

Re: Creating the Lair - A level tutorial

Try to place ghosts (verticals) always on BNV edges.

Last edited by paradox-01 (28/11/16 18:03)

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#84 28/11/16 17:55

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

Re: Creating the Lair - A level tutorial

If patrols are not working, then something is wrong with the bnvs, I can take a look at the model and bnv.

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#85 29/11/16 4:39

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Thanks guys, once I can I will look at these and ask you for help if I can't solve it.

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#86 16/1/17 16:26

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

I found why I was having problems with the ghosts quads. I was using the OniSplit version 0.9.96.0 which comes with the latest Vago, when I exported the BNV dae in Sketchup, unselecting "Triangulate All Faces" and "Export Texture Maps" and then imported with OniSplit Oni crashed at 5% / 10% level loading screen.

With OniSplit 0.9.68.0 (you can find it at mod depot) Oni didn't crashed anymore and it also fixed the textures of the levels for me (the irregular textures that showed as green textures in my level).

I'm using now OniSplit 0.9.68.0 with latest Vago to finish my level. If you are importing BNVs and Ghosts with Vago you should replace the OniSplit 0.9.96.0 with OniSplit 0.9.68.0 in the Vago "tools" folder. Then check go to help -> check OniSplit version and it should display a image like this one:
OniSplit0968Vago13.png

If your Vago display the same window as above you are correctly running the older OniSplit 0.9.68.0 which correctly imports ghost quads dae.

P.S. Edt told me that he got  0.9.96.0 working correctly to export ghosts in macOS, so maybe this is a windows only problem?

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#87 22/1/17 2:52

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

Re: Creating the Lair - A level tutorial

Could you please upload a problematic sample - let's say a piece of ground plus two bnv quads and one ghost quad?

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#88 22/1/17 9:03

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Sure here you go:
http://script10k.oni2.net/onibungieforu … sample.zip

The striker should move from one flag to another.

The build crashes on 0.9.96.0, works flawless in 0.9.68.0.

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#89 22/1/17 11:56

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

Re: Creating the Lair - A level tutorial

<Row fileFolder="/sample.xml" fromTo="MASTER XML &gt; DAT" command="-create:level &quot;C:/games/Oni/AE/GameDataFolder/&quot; &quot;C:/Users/home/Documents/Oni Dev/sample/sample.xml&quot;;-import:nosep &quot;C:/games/Oni/AE/GameDataFolder/&quot; &quot;C:/games/Oni/AE/GameDataFolder/level5_Final.dat&quot;" />

Your files contain a vago project file so I tried to use that.
First command has the GDF as output folder and second command has it as input folder.
That resulted in level5_Final archives that were almost 1 GB in size. XD

When I tried to load the level it crashed at SP0.
SP1 worked but teleported me into black void (that's either caused by the different coordinates in the savegame file or different BSL being loaded).

After fixing the onisplit commands, the level did import properly with v0.96, although there were soft errors.

Geometry 'SketchUp' does not contain texture coordinates.
Ignoring 2 degenerate polygons
Ignoring 2 degenerate polygons
Imported 1 textures, copied 1 textures
Unsupported primitive type 'Lines' found in geometry 'ID10', ignoring.
Unsupported primitive type 'Lines' found in geometry 'ID16', ignoring.
Read 16 rooms
Environment bounding box is {{-716,3911 700,0001 -366,3183} {-269,2225 725,8604 19,62203}}
Building bsp tree for 0 transparent polygons...
Building octtree for 48 polygons...
Writing 7 objects...

The ground was flicking for a moment due to the doubled polygons.
The Stiker keeps patrolling as long as you don't turn your back on him.

After that I replaced OniSplit in Vago's tool folder with v0.68 and got the same soft errors.

Here's your sample with batch files instead of the vgp.
It includes compiled level archives from v0.96. See if you can load these.
Then use the bat files to make new archives and test again.

Wild speculation: If Oni fails now it might mean that your v0.96 Onisplit (or installed .net framework) is different*/corrupt.
(* There might be still OniSplit versions in our old test folders directly from Neo. In-between-versions, downloaded during chats sessions. Let's always use files from depot for consistency.)

https://dl.dropboxusercontent.com/u/139 … sample.zip

Since the import worked here, I didn't changed any xml or dae files.

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#90 22/1/17 13:05

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Paradox thank you so much for the help.

I used the dat file in your zip and it doesn't crash.

Also if I run make68.bat it generates a dat file that I can load. However running make96.bat generates a dat file that crashes my oni at every savepoint of level5. (I'm running the onisplit versions from your zip)

Last edited by s10k (22/1/17 13:06)

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#91 22/1/17 14:13

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

Re: Creating the Lair - A level tutorial

I have compared your v0.96 and mine v0.96 binaries with Total Commander and HxD (both dat and both raw).
They are identically. That means the files are read in a different way.
The only way that comes to my mind is "because of a bad disk sector".
Then again, why would be the app readings be the same while only Oni sees something different?

Last edited by paradox-01 (22/1/17 14:16)

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#92 22/1/17 15:06

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

I don't know. Maybe the problem is my level0 data file being different than yours? Maybe...

Anyway right now I will ignore this problem and just stick with 0.9.68, works just fine for me and also auto fixes texture problems.

If anybody else run into the same problem we should investigate more. smile

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#93 1/2/17 16:45

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Btw guys any idea why sometimes a enemy character seems to stop see the player even if he is in it front? When this happens they only seem to attack me again after I punch (or kick) them.

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#94 1/2/17 21:22

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Creating the Lair - A level tutorial

Could it be a pathfinding problem?  If the PF grid is incomplete, they could be trying to reach you and failing to find a path.  When you are within melee distance, the PF grid is unneeded and the enemy can attack you regardless.


byproducts are fine, but where's the beef?

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#95 5/2/17 15:36

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

Silly me. The scripts of my level had executed a bunch of ai2_makeignoreplayer(char_0) statements and I never turned that off. So the ais were in fact ignoring me, it wasn't a pathfinding issue. I had lost hours trying to figure this out looking at all BINACJBOCharacter configurations. I'm glad that I found the problem. Thank Iritscen for trying to help out.

Last edited by s10k (5/2/17 15:38)

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#96 5/2/17 16:49

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Creating the Lair - A level tutorial

Oh, ouch.  Well, glad you solved it.


byproducts are fine, but where's the beef?

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#97 6/2/17 16:31

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

I'm having trouble to set up a custom texture 64x64 as icon in a console. The default oni icons work fine for the console, however this custom texture doesn't seem to work.

I get the warning at developer console:
failed to find console_osd->active_screen_texture

I converted the icon as a regular TXMP file and put it on level0 (where I think it belongs). However I can't get it to show ingame. I'm using also a master file to the level import.

Anyone have any idea how to import new icons to the consoles in the game? Do I need to do any special step to them work? Do I need to reference the new texture in some extra file?

btw this is my BINACJBOConsole.xml file:

<?xml version="1.0"?>
<Oni>
	<Objects>
		<CONS>
            <Header>
                <Flags></Flags>
                <Position>-270.5 746.29 -143.5</Position>
                <Rotation>0 -90 0</Rotation>
            </Header>
            <OSD>
                <Class>console0</Class>
                <ConsoleId>1</ConsoleId>
                <Flags>InitialActive</Flags>
                <InactiveTexture>_con_INACTIVE</InactiveTexture>
                <ActiveTexture>fast_mode_console</ActiveTexture>
                <TriggeredTexture>_con_USED</TriggeredTexture>
            </OSD>
        </CONS>
	</Objects>
</Oni>

Last edited by s10k (6/2/17 16:33)

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#98 7/2/17 1:08

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

Re: Creating the Lair - A level tutorial

I got the same error in my testing...   I need to think about this some more.

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#99 7/2/17 7:01

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

Re: Creating the Lair - A level tutorial

In rare cases res files are placed in level x.
Test to prove or disprove that possibility.

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#100 7/2/17 8:58

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Creating the Lair - A level tutorial

I've put the TXMP in both level0 and level5 (the current level number that I'm using).

Last edited by s10k (7/2/17 8:59)

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