Talk:Mod Tool/OniTools addon

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Revision as of 18:06, 7 September 2014 by Paradox-01 (talk | contribs) (getting vertex shading on OBJC meshes - the theory)
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Note to self:

I must merge this with http://wiki.oni2.net/Talk:Mod_Tool
and clean up notes that are out-of-date
--paradox-01 (talk) 21:27, 16 July 2014 (CEST)


Dev notes for the remake

Display flag via ICE

Using a "Simulate Rigid Bodies" ICETree node for this is overkill. But it works and I fail to come up with alternatives, so...

abusing_ICE_for_displaying_a_flag.png

'### setup flag display by abusing ICE
CreatePrim "Cube", "MeshSurface"
ApplyOp "ICETree", selection(0), siNode, , , 0
AddICENode "$XSI_DSPRESETS\ICENodes\SimulateRigidBodiesNode.Preset", selection(0) & ".polymsh.ICETree"
ConnectICENodes selection(0) & ".polymsh.ICETree.port1", selection(0) & ".polymsh.ICETree.SimulateRigidBodies.simulate"
AddICENode "$XSI_DSPRESETS\ICENodes\IntegerNode.Preset", selection(0) & ".polymsh.ICETree"
ConnectICENodes selection(0) & ".polymsh.ICETree.SimulateRigidBodies.precision", selection(0) & ".polymsh.ICETree.IntegerNode.result"
DisplayPortValues selection(0) & ".polymsh.ICETree.SimulateRigidBodies.precision"
SetValue selection(0) & ".polymsh.ICETree.IntegerNode.value", 7
SaveKey selection(0) & ".polymsh.ICETree.IntegerNode.value", 1
'### check if ICETree op exist on this object
for each oOperator in selection(0).ActivePrimitive.ConstructionHistory
	if oOperator.Name = "ICETree" then
 		got_ICE = 1
  	end if
Next
if got_ICE then
  		logmessage "found ICETree"
else
  		logmessage "couldn't find ICETree"
end if


More wild ideas

Vertex shading on doors, consoles, etc.

XML-based AKEV editing isn't possible. But now I know about binary file reading, so it should be possible to do binary file patching as well.

Neo said that adding vertex shading to re-imported OBJC meshes is something he isn't really keen on because the current level building is based on M3GM files which can't store vertex shading data.

Also he isn't convinced that OniSplit could easily associate these M3GMs with vertex shading saved in another file.

Still I'm still not willing to give up on this. ^_^

Here's the plan:

  1. import a console into Mod Tool
  2. associate an ID (and everything else necessary to build the "BINACJBOconsole.xml" file later)
  3. apply vertex shading
  4. hit level export button to build the BINACJBOconsole and other xml and eventully all level files as onis
  5. now it would be time for the binary AKEV patching
    1. we have the console id, with that we can look up the OBJC id in BINACJBOconsole
    2. the OBJC id is then used to identify the polygons in AKEV's AGQG instance where the vertex shading is stored (<Colors>)
    3. now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons
    4. getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color")


Animated reference

Every step on the timeline triggers an event, namely siOnTimeChangeEvent.

It could be used to exchange an the image of an object.

This could be either good for an animated textures (BINA3RAPd*.oni) or for an animated reference for TRAM creation.

Strategy:

  • Making a folder named "Animated_Ref".
  • Drag and drop the folder into Mod Tool.
  • A grid becomes created on a new layer "Animated_Ref". Selection disabled.
  • Mod Tool gets then the first image and looks for the pixels.
  • Based on that pixels the grids becomes deformed to match the image's proportions.
  • Then this "Animated_Ref" grid should be ready for usage.


Similar can be done with the Rotoscope.

Something like that:

function siOnTimeChangeEvent_OnEvent( in_ctxt )
	' fixed code
	'SetValue "Views.ViewD.RightCamera.camdisp.rotoenable", True
	'SetValue "Views.ViewD.RightCamera.rotoscope.imagename", "Clips.Animated_Ref_N_jpg"

	' flexible code
	' find active viewport, set Rotoscope active and choose image
	'SetValue GetViewCamera(GetViewIndex) & ".camdisp.rotoenable", True
	'SetValue GetViewCamera(GetViewIndex) & ".rotoscope.imagename", "Clips.Animated_Ref_N_jpg"


	current_frame = cstr(in_ctxt.GetAttribute("Frame"))
	if GetValue(GetViewCamera(GetViewIndex) & ".camdisp.rotoenable") = true then
	   ' Animated_Ref_60.jpg ' . becomes _
	   SetValue GetViewCamera(GetViewIndex) & ".rotoscope.imagename", "Clips.Animated_Ref_" & current_frame & "_jpg"      
	end if

	siOnTimeChangeEvent_OnEvent = true
end function


New camera animations

last frame of OBANOutroCam02
camera_OBAN_examination_tn_zpsc8295474.png

There's already an excel macro available but now I want to build cam anims without excel.

The last frame's rotation of level1_Final file OBANOutroCam02 is: -0.0158410165 0.854542 0.0261086561 -0.518483639.

Those quaternions are sorted in X Y Z -W order, so we've to watch out a bit when setting the input for converting them to euler rotations in degrees.

If a newly created object (in this case a cube) shall serve as camera placeholder then the X output has to be multiplied by -1 and the Y output has to be reduced by -180. Those changes must repeated again when exporting the object's rotation to xml.

Update: Sept. 29, 2012

If camera is a real one then the additional X and Y changes aren't necessary. (Primitive > Camera > any should do)

Positions and rotations keyframes can be applied to the camera root object.


Adding multiple textures to level geometry [out-dated]

Material and textures are normally stored right under the object. But AKEV geometry can have more than one texture. Here comes polygon clusters in to play.

An example:

set oCube = Application.ActiveProject.ActiveScene.Root.AddGeometry("Cube","MeshSurface")
SelectObj "cube", , True
SelectGeometryComponents "cube.poly[LAST]"
CreateCluster

AddToCluster "cube.polymsh.cls.Polygon, cube.poly[2-4]"
RemoveFromCluster "cube.polymsh.cls.Polygon, cube.poly[3]"

The cube has now a polygon cluster. More can be added. Each cluster must get its own material before a texture can be applied to the desired polygons.

[...]


TRBS-fitting TRMA creation

With the following code ...

  • the objects get listed one after another (TRMA-ready)
  • the textures get listed for TRMA and TXMP creation
  • the texture sizes get checked to see if "-large" argument is necessary

One more idea is to add support for reflective textures.


Current status:

hexhound hierarchy

hexhound_hierarchy_tn_zpsd82230ce.png

if selection.count > 0 then
	' any part could be selected, let's find the root body part
	SelectNeighborObj selection(0), 4
	' get all members including the pelvis
	set bodyparts = selection(0).FindChildren( , , siMeshFamily)
	for each member in bodyparts
		logmessage "object name: " & member.name
		if not typename(member.Material.CurrentImageClip) = "Nothing" then
			logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
			'logmessage "material: " & member.Material.name
			'logmessage "shader: " & member.Material.shaders(0).name
			logmessage "X: " & member.Material.CurrentImageClip.source.Parameters("XRes").Value
			logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value
		end if
		logmessage "----------------------------------------------------------"
	next
	logmessage "counted body parts: " & bodyparts.count
else
	logmessage "no object was selected"
end if