OGLE: OpenGLExtractor by Eyebeam R&D | City of Heroes

City of Heroes

SourceForge user 'thesarge00' recently posted some interesting work using OGLE with City Of Heroes. Below is a screen cap he sent along, and he also points out the interesting possibility of using the 'demorecord' functionality to compose things in the game before OGLE'ing them:

Both games have a command called /demorecord. What this will do while in game is you will type in the command /demorecord , hit enter, and it will quietly, in the background, be "recording" all that is going on in game until you type /demostop (or zone) - not as a graphics file, but essentially as a script, that can, by use of a demo-launcher, be used to launch an instance of the game, and "replay" everything done and said in game (sans interface). There are a number of fan written editors, though you can do it easily enough with notepad, since the demorecord file consists of essentially loader lines (sets the time of day, the map you're on, the camera's starting position, and loads all npcs and players who fall within a certain range of the player themselves), then subsequent timestamped commands - at time w, have character X perform Y animation at location Z. The handy thing is, with a lot of cut and paste, or using an editor, you can remove or substitute ANY asset you have the name for (and there are sites out there that have lists for them).
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So, you could do a quick little demorecord of a nonhostile standing somewhere, step out, edit it, and swap the civillian for Lord Recluse, Statesman, Nemesis, the Kraken, the Ghostship, (I've even swapped the Hamidon in for Ms Liberty in the middle of Atlas Park). The point is, via demo editing, you can pick just the assets you want to sample from the game, delete all the superfluous pedestrians, cars, doors, mailboxes, etc, and be able to just have the items you want - much less strain on the ogle capture process, and makes finding your object easier.

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