Mod Tool/OniTools addon: Difference between revisions

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==Download and installation==
==OniTools==
Install by drag'n'drop '''[https://dl.dropboxusercontent.com/u/139715/OniGalore/xsi_OniTools_addon_7.1.7.zip OniTools.xsiaddon]''' into Mod Tool's viewport.
===Download and installation===
Install by drag'n'drop '''[https://dl.dropboxusercontent.com/u/139715/OniGalore/xsi_OniTools_addon_7.1.8.zip OniTools.xsiaddon]''' into Mod Tool's viewport.


[http://youtu.be/2_3xo8-31-U Demo video]
[http://youtu.be/2_3xo8-31-U Demo video]
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==Tips==
===Tips===
* while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point
* while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point
* while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 0
* while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 0
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==ToDo==
===Change log===
===General wish list===
* addon to make easily use of onisplit within Mod Tool [done]
** supports drag and drop of onisplit [done]
* import/export of flag collection [done]
* import/export of patrol path collection
* import/export of powerup collection [done]
* import/export of trigger volumes [done]
* import/export of weapons collection [done]
* semi-automatic BNV and ghost creation
* easy use of marker_textures
* [...]
<!--
pushed back
* camera OBAN: DnD import / export
-->
 
These points are less certain. Maybe they will be added, maybe not.
 
Edit: 16.07.2014
* <s>making loops from parts of animations</s>
* <s>copying animation data from one character to another</s>
 
===Road map===
 
{| border=0 cellpadding=0 style="float: right;"
| [https://dl.dropboxusercontent.com/u/139715/OniGalore/display_flag_id_via_ICE.jpg https://dl.dropboxusercontent.com/u/139715/OniGalore/display_flag_id_via_ICE_tn.jpg]<br>flag id displayed via ICE
|}
* v7.1.9 TRGV: change to layer system + auto-update properties
* v7.1.10 FLAG: exchange tex/UV-based id display with ICE-based id display (better performance)
* v7.1.11 CRSA: support master xml file + load corpses from xml to Mod Tool (?)
 
* v7.? turrets: basic import/export
* v7.? furniture: advanced import (OFGA*.xml / BINACJBOFurniture.xml) & export (OFGA*.xml/.oni as new class, BINACJBOFurniture.xml)
* v7.? turrets: advanced import/export
* ...
* v8 final Oni Object Library
* ...
* v10 starting Oni level rebuilder ?
 
 
==Change log==
'''known issues of v7.1.x'''
'''known issues of v7.1.x'''
* FURN particle not yet supported by export
* FURN particle not yet supported by export
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==OniTool Remake==
<!--
Eeeek. Improper name... Would "OniTools Deluxe" be better?
==OniTools Remake: Sledgehammer==
This remake is incompatible with the original OniTools addon.
 
How to download? Sledgehammer is now part of Simple OniSplit GUI which is an tool package of AEI.


Yes there are still plenty of ideas to implement but it might be better to make a fresh start so it gets hopefully easier to add the new stuff. The layer system would be a big rewrite anyway.
Installation happens automatically if the GUI finds Mod Tool. Note that both projects are still unfinished.


More information can be found on the talk page.


So the first points to accomplish are following:


* On Startup event
'''Some features Sledgehammer should have:'''
** check for OniTools update [wip]
** check for OniSplit update (plus note of recommendation)
** check for Oni Object Library update


* Oni Object Library
<gallery>
** allow custom objects in sub folder
Image:ModTool_Addon_Shinatama_settings.png|settings
** option to update html document with custom objects
Image:DnD_dat_and_onis_import.png|level import controls
** option to re-download the library in case of corruption
Image:ModTool_PF_editor.png|pathfinding editor
Image:ModTool_CHAR_editor.png|character collection editor
Image:ModTool_addon_Sledgehammer_ONCC_library.jpg|character library
</gallery>




===Change log===
'''Oni Object Library'''
version 3
 
* Soon enough.
The library contains collections of thumbnail images. Drag and drop them into Softimage to load the corresponding 3D data.


Control the overview with the common web browser shortcuts.
* [control] + [+] for zooming in
* [control] + [-] for zooming out
* [control] + [0] for reseting zoom to 100%


[http://paradox.oni2.net/OniToolRemake/v2/OniToolDeluxe.zip version 2]
* AutoUpdater. After this installation further updates should happen automatically.
:[http://paradox.oni2.net/OniToolRemake/v2/OniToolDeluxe_v1_cleaner.zip v1 cleaner]
:* Before version 2 can become active you must remove version 1. Either do it by hand or use the cleaner addon. The cleaner will remove itself after usage.


'''On first use event'''
* -


[https://dl.dropboxusercontent.com/u/139715/OniGalore/OniToolDeluxe_v1.zip version 1]
* All it has is an update notifier. Version 2 should have an auto-update function. But at least you will know when it is available. ^_^


'''On startup event:'''
* check AE folder for new packages
* check for new online resources: "shared" classes (includes Neo's original collection)
-->


[[Category:Completed modding tools]]
[[Category:Windows-only modding tools]]
[[Category:Windows-only modding tools]]

Revision as of 10:26, 28 December 2017

OniTools

Download and installation

Install by drag'n'drop OniTools.xsiaddon into Mod Tool's viewport.

Demo video

OCF thread



Tips

  • while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point
  • while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 0
    • check the point snap checkbox, then use move tool [V] with [Control] to move object to desired point


Change log

known issues of v7.1.x

  • FURN particle not yet supported by export
  • not compatible with OBJ drag and drop plug-in (it appears to be taken down anyway)


known issues of v4-v7

  • manager windows sometime don't update what results in another opened instance
  • slow flag import, I will probably make the flag numbering (textures) optional in a later version (then turned off by default)
  • broken weapon depot update function (temporary solution: delete depot and add all dae file to folder)

Material-depending polygon cluster deletion: You need to find the material.
Material-depending polygon cluster deletion: before and after image.

version 7.1.8

  • material-depending polygon cluster deletion


version 7.1.7


version 7.1.1 - 7.1.6

  • bug fix: TRGV writing/reading
  • CRSA (corpse array) import
  • scaling support for TRGV
  • print absolute position and rotation of selected objects
  • print relative position and rotation of selected objects
  • furniture library (alpha)
  • basic OFGA import / FURN export


version 7

  • a "character export (TRAM)" button (select one bodypart and hit the button, it will select the tree automatically)
  • the code includes the "Make Rotation Keys Continuous"
  • the addon will change your save file settings (to framerate 60 fps)
one person can send a new *.exp file and the other person can make a *.dae from it
old *.exp (that were created based on a 30 fps setting) needs to be scaled down by a factor of 2
  • currently removed the features made in version 6 (hopefully we will not need that any longer)


version 6

  • repair major character rotation flips (beta)
    • select a body part and set keyframe range and flip amount
    • fine-tune problematic zones by hand


version 5

  • pathfinding manager (alpha: ghosts can be created on edges)
  • trigger volume manager (plus BINACJBOTrigger Volume.oni drag'n'drop support)
  • bugfix: flag xml code


version 4

  • flag manager (plus BINACJBOFlag.oni drag'n'drop support)
  • "(un)hide" button works now properly


version 3

  • weapon manager (plus BINACJBOWeapon.oni drag'n'drop support)
  • disables transparency on weapon textures
  • button to access OniXSI resources folder
  • fixes glitchy PPGs (manager windows sometimes switched from "locked" to "refresh" mode, etc.)


version 2

  • better support for future custom resources (check out the readme files in OniXSI resources folder)
    • for example new LSIs can be added at ...\Softimage\Softimage_Mod_Tool_7.5\OniXSI_resources\PowerUps\LSI


version 1

  • powerups manager (plus BINACJBOPowerUp.oni drag'n'drop support)
    • LSIs gets imported with a placeholder geometry (there's no easy way to detect what actual LSI is used for a level)
    • using LSIs from the manager works though (just keep in mind that levels are fixed to one type of LSI)
  • drag'n'drop support for OniSplit update