Ogier Tools & Documentation (Getting Started)

Ogier discussion and questions

Ogier Tools & Documentation (Getting Started)

Postby Amran » Wed Dec 04, 2013 10:42 pm

More than a decade after the release of Enclave, the engine and level design still shine as some of the best. This forum serves as a community to discuss Ogier, Starbreeze's powerful and easy-to-use tool set, which had been released as a gift to the community in early 2004.

The original tools and documentation that Starbreeze had released can be found at the below ModDB link, as well as the more recent documentation and example level which demonstrates an in depth series of effects and geometry samples from the base game. The Sound Browser Fix can be found here as well, which enables the Sound Browser and in-editor sound for Ogier.

Also included below is a listing of additional resources such as tools for other Starbreeze engine games and tutorials.

Mod DB Download Page (Enclave GDK, Documentation, & Editing Tools)

Image

Additional Resources:
Ogier Level Editor (Beginner tutorial, also included in Starbreeze Documentation) - Link
Ogier GDK 101 For Knights of the Temple (For creating KotT levels) - Link
Ogier GDK 102 For Riddick (Released for original Butcher Bay, not certain if at all functional with Dark Athena) - Link
Ogier GDK 101 For Riddick (Released for original Butcher Bay, not certain if at all functional with Dark Athena) - Link
Ogier GDK 101 for Quake (Not completed, but with some extra tweaks allows for Quake1 mapping) - Link

Enclave Examples & Documentation (Example level and files) - Link
Developer Textures for use with Ogier / Enclave (Textures to help with blocking out levels) - Link
Enclave Sound Browser Fix (Allows sounds to be previewed within Ogier) - Link
Ogier Model Examples (Model examples to help with importing custom meshes) - Link
Northern Watch Source (Source files for the Northern Watch custom level) - Link
MapConv (Although not Ogier specific, includes features which can be utilized when building levels for other games using Ogier) - Link

If you have any questions about the tools, or wish to share your own discoveries, feel free to post on this forum. Until then, happy modding!





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Amran
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Re: Ogier Tools & Documentation (Getting Started)

Postby Amran » Mon Jun 02, 2014 2:43 pm

I've just released a set of recompiled Enclave audio files which enable Ogier's Sound Browser and in-editor sound to be used. This fix is available for download from the main link in the top post.

It seems that Enclave's .xwc files are of an older format which the release versions of Ogier are unable to support. I was able to deconstruct these files, and recompile them using a newer format which reads correctly.

"This fix makes it possible to use Ogier's Sound Browser and in-editor sound features. Included are recompiled versions of Enclave's .XWC files which can be read by any of the released versions of Ogier. Also in this archive are the .mmp (source) files for each, which contain the sound information before being compiled."
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Re: Ogier Tools & Documentation (Getting Started)

Postby GENTEK » Sun Sep 14, 2014 11:41 pm

Hi Amran! :D
FIRST... Sorry for my english! hihi
Great job you did with this EPIC game, i am sad that too few people know the existence of this game :cry:

I started to create with Ogier and I'm confused because in the map Sandbox.xmp after compiling ... no sequence works... Crumbling Walls plays the sound and moves the camera screen but not the Stone block sequence like in Iellon Dungeon!!!

What is the right method or tricks to COMPILING a map with .XWC I use OGIER 1.01 with 1.02 and i have also tried compiling with 1.01 and 1.02 separately and nothing works damn it lolll When i use in OGIER.......View/Simulate Physics and nothing works again! :|

I await your response Amran! :D
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Re: Ogier Tools & Documentation (Getting Started)

Postby Amran » Tue Sep 16, 2014 4:21 am

Always good to see more people checking out the tools for Enclave! :)

GENTEK wrote:I started to create with Ogier and I'm confused because in the map Sandbox.xmp after compiling ... no sequence works... Crumbling Walls plays the sound and moves the camera screen but not the Stone block sequence like in Iellon Dungeon!!!

What is the right method or tricks to COMPILING a map with .XWC I use OGIER 1.01 with 1.02 and i have also tried compiling with 1.01 and 1.02 separately and nothing works damn it lolll When i use in OGIER.......View/Simulate Physics and nothing works again!


Do the physics simulations work in the pre-compiled version of the map that's included with the additional documentation? Also, do they work in editor when you use simulate World/physics? These sequences should function in game even when doing a minimal compile.

The compiler is separate from Ogier, so you be sure that you're using the version of XWC_Static included with the OgierGDK_Enclave_103 install.
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Re: Ogier Tools & Documentation (Getting Started)

Postby GENTEK » Wed Sep 17, 2014 1:34 am

Do the physics simulations work in the pre-compiled version of the map that's included with the additional documentation?

Yes! The compiled version of the map included in the documentation work perfectly with the physics simulation into the GAME! Sandbox.XW

Also, do they work in editor when you use simulate World/physics?
But... the version of Sandbox.XMP not compiled dont work the physics simulation into the editor OGIER and also after compiled with XWC Static with the GDK 103.

I only DROP the Sandbox.XMP into XW_Static to create a Sandbox.XW but nothing work into the game!
My OGIER: 101 Installed and 102 installed into the same directory of the 101 version and Enclave GDK 103 into the Enclave directory.
I you want i can give you my Email to try your version of XW_Static or to give you an example level to test with your GDK or a video of my result ;)
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Re: Ogier Tools & Documentation (Getting Started)

Postby Amran » Wed Sep 17, 2014 1:56 am

GENTEK wrote:
My OGIER: 101 Installed and 102 installed into the same directory of the 101 version

These should be installed into their own separate directories. This could potentially be the issue, maybe try a reinstall using different folders.
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Re: Ogier Tools & Documentation (Getting Started)

Postby GENTEK » Wed Sep 17, 2014 8:46 pm

These should be installed into their own separate directories. This could potentially be the issue, maybe try a reinstall using different folders.

I have installed OGIER 101 and OGIER 102 in two separate directories and i got nothing when i click on View/Simulate Physics into the Level Editor version 101 and 102!

That nothing happens in the editor is one thing ... but why when I compile Sandbox.XMP becomes Sandbox.XW without Physics Simulation.
XWC_Static should compile everything correctly!
If i save my version of Sandbox.XMP with my OGIER the files will be corrupted (I presume) and if after that i compil it with XWC_Static... Sandbox.XW will be corrupt BUT i use a clean version of Sandbox.XMP!

If you want to compil Sandbox.XMP what do you do?
You just DROP the file into XWC_Static or another manipulation is necessary?
And when you open Sandbox.XMP with Ogier 102 can you see the Crumbling Walls like in Iellon Dungeon or just the smoke particles like me?
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Re: Ogier Tools & Documentation (Getting Started)

Postby Amran » Wed Sep 17, 2014 10:10 pm

Ah, sadly the fix wasn't that easy then! It almost sounds like the recorded paths for dynamic objects are being lost when opening Sandbox.xmp, but I'm not sure what the cause of that might be. If you want to upload the modified xmp you've saved, I can test it here to confirm this.

The simulation should play in any of the Ogier versions (smoke particles and then the crumbling wall), and you're compiling it correctly as well. (Just dropping the xmp onto the compiler window is all that's needed, exactly what you're doing.)
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Re: Ogier Tools & Documentation (Getting Started)

Postby GENTEK » Wed Sep 17, 2014 11:39 pm

Sandbox.XMP
http://www.mediafire.com/download/qboi62be4q4i37i/Sandbox.xmp
I can not wait to post and show you what I've already started working ... a new world map, sky, music, menu, textures and models (I will try to import trees, bush and stones) :D

Questions:
1: Textures 1024x1024 and 2048x2048 HR = Bad Idea for the game or it's all right?
2: Models colision are made with PlayerPhysics BLOCKS into the engine?


Thank You AMRAN
It's really appreciated! ;)
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Re: Ogier Tools & Documentation (Getting Started)

Postby Amran » Fri Sep 19, 2014 6:09 am

The copy of Sandbox.xmp that you uploaded does open for me in editor, however all paths (dynamics and engine_paths alike) are missing. It's looking like it's a problem with the editor rather than compiling. Have you tried creating a path? Paths should normally display in editor when you have an object selected. ( files_ogier/OgierPaths.jpg )

Past that, I'm not sure what would be causing this. The best I could suggest would be trying an install of one of the versions of the editor on another computer and see if the problem persists there as well.

Sounds like a lot of new content you're working on. Would be interesting to see! The largest textures in enclave run at 1024x1024, I'm not sure about anything greater than this, so you'll have to experiment! I also haven't spent much time documenting how to import models, but there's an example on MODDB (believe these are compiled using XWC_Static as well). I'm guessing they have collision set up on those that you might be able to look at.
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