Talk:OniSplit: Difference between revisions

From OniGalore
Jump to navigation Jump to search
(putting change log here so it doesn't take up space on article page)
mNo edit summary
 
(31 intermediate revisions by 4 users not shown)
Line 1: Line 1:
Neo, in the latest version of OniSplit, when a TRAM is extracted as .xml, the framecount is not included.  Previous versions would have attributes like this: <FrameCount>52</FrameCount> <Duration>52</Duration>.  In a couple of modified TRAMs, I used that attribute to shorten an animation.  For example, I would change <FrameCount>52</FrameCount> to <FrameCount>45</FrameCount>. 
Talk page archives: [[/Archive1|#1]]


Could you please add that attribute back to the xml? Thank you [[User:EdT|EdT]]
==Page improvement==
Shouldn't there be an animation section which includes the options -anim-body, -anim-merge and -blender? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 00:24, 16 May 2022 (CEST)
:Yes, it's odd that -anim-body and -anim-merge are not documented here, someone should do something about that. <s>-blender arguably does not exist yet (it's in geyser's upcoming 1.0 release and is mentioned on the [[OniSplit/WIP]] page).</s> My bad, -blender was added in 0.9.99.2. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 01:05, 16 May 2022 (CEST)


Nope, I'm not adding that back. If you want to shorten an animation the do the right thing and edit the Heights, Velocities,  Rotations and Positions elements. I realise that's more complicated to do (especially for Rotations) but setting the FrameCount directly is a hack. Hopefully we'll have soon a Collada animation importer and that will simplify editing animations a bit.
==If OniSplit refuses to be used==
delete file at AE/Tools/OniSplit.exe.config --[[User:Paradox-01|Paradox-01]] 18:00, 28 June 2020


[[User:Neo|Neo]]
==Smaller version steps possible==
AssemblyInfo.cs
//overwrite product version with 5 possible numbers
[assembly: AssemblyInformationalVersion("0.9.99.0.1")]


:Ok, you know what's best. So how soon is soon for the Collada importer? :-) [[User:EdT|EdT]]
Utils.cs
#if NETCORE
                    version = typeof(Utils).GetTypeInfo().Assembly.GetName().Version.ToString();
#else
                    //version = typeof(Utils).Assembly.GetName().Version.ToString();
                    Assembly assembly = Assembly.GetExecutingAssembly();
                    FileVersionInfo fileVersionInfo = FileVersionInfo.GetVersionInfo(assembly.Location);
                    version = fileVersionInfo.ProductVersion;
#endif


----
OniSplit -version
I got the following error message when extracting AKEVAirport.oni using version version 0.9.40.0 and the GameDataFolder from the AE Installer.
0.9.99.0.1


  System.InvalidOperationException: The comparer threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
==OniSplit version control - getting there...==
  at Oni.Akira.EnvironmentExporter+Polygon.System.IComparable<Oni.Akira.EnvironmentExporter.Polygon>.CompareTo (Oni.Akira.Polygon other) [0x00000]
The SVN version of OniSplit is currently labeled 0.9.99 (same as the source received from Neo), and at this point it is different from the non-synced 0.9.99.2 that I distributed through EdT.
  at System.Collections.Generic.GenericComparer`1[Oni.Akira.EnvironmentExporter+Polygon].Compare (Oni.Akira.Polygon , Oni.Akira.Polygon ) [0x00000]
*"0.9.99" has only two commits (44.1 kHz SNDD export - affecting only electric spark sounds - and other minor SNDD fixes and features);
  at System.Array.compare[Polygon] (Oni.Akira.Polygon value1, Oni.Akira.Polygon value2, IComparer`1 comparer) [0x00000]
*0.9.99.2 has a few fixes to 0.9.99 (adjustment to XML parsing rules) and new functionality for Blender import/export of animations; also some new bugs, apparently.  
  at System.Array.qsort[Polygon,Polygon] (.Polygon[] keys, .Polygon[] items, Int32 low0, Int32 high0, IComparer`1 comparer) [0x00000]
To restore some order, I am going to merge my 0.9.99.2 fixes to SVN, then address the known bugs, and push the version number to 0.9.99.3 - and use SVN-synced development from then onwards.
  at System.Array.Sort[Polygon,Polygon] (.Polygon[] keys, .Polygon[] items, Int32 index, Int32 length, IComparer`1 comparer) [0x00000] --- End of inner exception stack trace ---


  at System.Array.Sort[Polygon,Polygon] (.Polygon[] keys, .Polygon[] items, Int32 index, Int32 length, IComparer`1 comparer) [0x00000]
I am ''not'' going to create a branch for my fixes/improvements, except maybe when it comes to adding something big, like C# FBX support. If you object to this, speak now. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 00:09, 29 May 2020 (CEST)
  at System.Array.Sort[Polygon] (.Polygon[] array, Int32 index, Int32 length, IComparer`1 comparer) [0x00000]  
  at System.Collections.Generic.List`1[Oni.Akira.EnvironmentExporter+Polygon].Sort () [0x00000]
  at Oni.Akira.EnvironmentExporter.CreateMeshes () [0x00000]  
  at Oni.Akira.EnvironmentExporter.Export (Oni.InstanceDescriptor akev, Oni.Geometry.Dae.Document document, System.String outputDirPath) [0x00000]
  at Oni.DaeExporter.ExportInstance (Oni.InstanceDescriptor descriptor) [0x00000]  
  at Oni.Exporter.ExportInstanceList (System.Collections.Generic.List`1 descriptors) [0x00000]
  at Oni.Exporter.Export (Oni.InstanceFileManager fileManager, System.String sourceFilePath, System.String filter) [0x00000]
  at Oni.Program.ExtractGeometry (System.String[] args) [0x00000]
  at Oni.Program.Main (System.String[] args) [0x00000]  (1)


[[User:EdT|EdT]]
List of bugfixes and improvements planned for 0.9.99.3 (feel free to add to the list if I forgot something)
*some running/walking anims end up upside-down after reimported into Oni
*-extract:dae -noanim -blender used on a TRBS, make sure the output .dae file has a TRBS prefix
*stairs_markers.dae not imported properly? (and more generally secondary/auxiliary .dae files not imported for levels?)
*TRAM export: support writing of sparse keyframe data (as in Oni), as opposed to writing rotations for ''every'' frame (interpolated)
*maybe allow the export of named TRCM (without material)
*TGA transparency bug? (not-yet-confirmed as a bug; supposedly happens only for SketchUp-made levels; see below)
*various SNDD glitches (inconsistent handling of ADPCM headers)


Im pretty sure the problem  is that it cant find the textures. [[User:Gumby|Gumby]]
----
:Yep, you're right, this is very likely caused by missing textures. All AKEV related textures need to be in the same directory as the AKEV .oni file. Sheeesh, I really need to check for that and provide a meaningfull error message, right now it just crashes :)[[User:Neo|Neo]]
When will you update the repo? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 16:40, 13 April 2023 (CEST)
::Or allow us to export geometry without exporting the textures. :p [[User:Gumby|Gumby]] 08:47, 25 July 2009 (UTC)
:::Moving the sub level0 folders, (Textures, Characters, etc) into the level0_Final folder fixed the AKEV issue. However, exporting ONCC as obj does not include the textures and exporting as dae gets an error message (same issue with missing textures and animations). The fix is to move the level0_Textures and level0_Animations folders into the level0_Characters folder.  (Though only those who are interested in 3D modeling would need this info) [[User:EdT|EdT]]
 
==Change Log (out of date)==
OniSplit version: OniSplit v0.9.52
 
What's new:
:* When a TRBS file is exported to xml the geometry is exported to separate .dae files, one .dae file for each LOD
:* New -anim-body option. This allows a particular body (ONCC or TRBS) to be specified when exporting animations:
 
  onisplit -extract:xml out -anim-body:ONCCbarabus.oni TRAMsomething.oni
 
:* New -recurse option for the xml exporter. Have fun :)
 
  onisplit -extract:xml out -recurse ONCCbarabus.oni
 
:* Changed light color in the environment importer to white (it used to be blueish)
:* New -env-notxmp option. This prevents the automatic creation of TXMP files while importing the environment.
:* Made -normals work when importing TRBS from xml + dae files.
:* Fixed the Collada importer to work with 3DSMax exported files
 
OniSplit version: OniSplit v0.9.40
 
What's new:
 
:* support for exporting/importing [[OBD:BINA/SABD|sound animations]] to/from xml files
:* better Collada export for environment
:* support for full color transparent textures (-format:bgra32 on the command line, ARGB8888 format in an xml file)
:* different (hopefully better) xml export format for animations (this one is actually from 0.9.38 but since that wasn't mentioned here...)
:* a more or less complete animation importer. This one deservers some notes:
::-unlike other importers that produce .oni files this one produces and .xml file (similar to the one you get when exporting a TRAM)
::when you do
  onisplit -create:tram target_dir animation.dae
::in the target dir you'll get a TRAManimation.xml file.
::You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states and varient needs to be set.
::-For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completly new animation it should work as long as the skeleton is similar to the one used in Oni.
::-Note that the geometry that is present inside the Collada file is used to compute the "vertical extents" so it better be the same or close to the one the animation is intended for.
::-The biggest problem are the attacks. While it's not difficult to add attacks to the xml file, computing the necessary "extents" is not going to be easy. I guess in the end I'll have to add some command to OniSplit to do it.
::-Everything else that I forgot :)
 
[[User:Neo|Neo]]
 
New OniSplit version: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.37.zip OniSplit v0.9.37]
 
What's new:
 
:* support for transparency in the environment importer
 
 
New OniSplit version: OniSplit v0.9.35
 
What's new:
 
:* conversion of recorded films (.dat binary files) to xml files that can be used to create FILM .oni files
 
    OniSplit film2xml out_dir film.dat
 
 
New OniSplit version: OniSplit v0.9.34
 
What's new:
 
:* SNDD importer
::-WAV files (.wav, mono/stereo, 22.05KHz/44.1KHz, uncompressed(PCM)/compressed(MS-ADPCM)) produce SNDD files that are compatible with Oni PC retail.
::-AIFC files (.aif/.aifc/.afc, mono/stereo 22.05KHz, compressed(ima4)) produce SNDD files that are compatible with Oni Mac.
::Example
 
 
 
  OniSplit -create out_dir test.aif
  OniSplit -create out_dir test.wav
 
 
:*LOD support for creating TRBS files. This can be done by creating an xml file containing the following:
 
  <?xml version="1.0" encoding="utf-8"?>
  <Oni Version="0.9.29.0">
      <Instance id="0" type="TRBS">
          <Elements>
              <Link>barabus_body_1.dae</Link>
              <Link>barabus_body_2.dae</Link>
              <Link>barabus_body_3.dae</Link>
              <Link>barabus_body_4.dae</Link>
              <Link>barabus_body_5.dae</Link>
          </Elements>
      </Instance>
  </Oni>
 
::and running the command (assuming the created xml file's name is barabus_body.xml):
 
  OniSplit -create out_dir barabus_body.xml
 
::It's not strictly necessary to create 5 different geometries for each LOD. The following works just as well:


  <?xml version="1.0" encoding="utf-8"?>
I couldn't import FILM via '''xml master file for level import''' with current Onisplit compiled from svn. A possible fix is to change <code>ReadElementContentAsString</code> to <code>ReadContentAsString</code>.
  <Oni Version="0.9.29.0">
        ...
      <Instance id="0" type="TRBS">
        <Films>
          <Elements>
               <Import>films/BomberKonRun02.xml</Import>
              <Link>barabus_body_1.dae</Link>
        </Films>
              <Link>barabus_body_2.dae</Link>
        ...
              <Link>barabus_body_2.dae</Link>
               <Link>barabus_body_2.dae</Link>
              <Link>barabus_body_3.dae</Link>
          </Elements>
      </Instance>
  </Oni>


FilmImporter.cs
...
private void ReadFilms(XmlReader xml, string basePath)
...
//string filePath = Path.Combine(basePath, xml.ReadElementContentAsString());
string filePath = Path.Combine(basePath, xml.ReadContentAsString());


:*An xml file can contain "links" to other xml/obj/dae files. For example you can have the following line in an ONWC xml file:
:[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 12:59, 14 November 2023 (CET)


  <Geometry>pistol.obj</Geometry>
==TGA Transparency bug==
I extracted HQ_DOUBLED_GLASS as TGA format from vanilla Level8_Final with the OniSplit command -extract:tga. The file was opened in Photoshop and the alpha channel was visible.
I then added that texture to Sketchup and applied it in a test level, it appeared transparent in Sketchup. I used the command -create:level to create a level in Oni.  In the game Oni, the texture appeared opaque not transparent.  When, the file TXMPHQ_DOUBLED_GLASS.oni was extracted from the test level as TGA, the alpha channel was gone or opaque.  


::Assuming the file pistol.obj exists in the same directory an M3GM .oni file will be automatically created from it.
Even if the following code was added to the textures.xml file, the texture still appeared opaque in game.


::Relative paths work just as well:
    <Texture Name="HQ_DOUBLED_GLASS">
        <GunkFlags>Transparent TwoSided</GunkFlags>
        <Format>RGBA</Format>
        <Image>images/HQ_DOUBLED_GLASS.tga</Image>
    </Texture>


  <Geometry>geometry/pistol.obj</Geometry>
However, if HQ_DOUBLED_GLASS.tga is converted to PNG format with alpha channel, and then the PNG file is used in Sketchup, then the texture will be transparent in game.


This occurs using OniSplit version 0.9.96.0 and previous versions, tested to version 0.9.90.0. (EDIT: Transparency loss is observed for all glass textures, not just HQ_DOUBLED_GLASS.)


:*The -create:subt, -create:txmp and -create:m3gm are sort of obsolete. They still work but now you can simply use '-create' (or just 'create'):
[[User:EdT|EdT]] 15:03, 14 May 2020 (PDST)


  OniSplit -create out_dir crate.dae
When you described the issue to me in PM, I didn't notice/understand the key part about applying the texture in SketchUp and then using -create:level on SketchUp's output. I thought we were talking about a simple TXMP roundtrip through TGA. Can you confirm that the texture's alpha goes opaque (or disappears) if you use -extract:tga on TXMPHQ_DOUBLED_GLASS.oni, and then immediately reimport it either with '''-create''' (either from XML with extra flags or from TGA)? --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 11:44, 15 May 2020 (CEST)
  OniSplit create out_dir -format:bgr555 -genmipmaps pic.tga
  OniSplit create out_dir subtitles.txt


Regarding the TXMP roundtrip, after extracting TXMPHQ_DOUBLED_GLASS.oni as TGA, I used the command -create:txmp -format:bgra32 -large -genmipmaps, the resulting file had the alpha channel.  To confirm, I replaced the file TXMPHQ_DOUBLED_GLASS.oni from the -create:level with the one from -create:txmp in the test level and it was transparent.
[[User:EdT|EdT]] 12:35, 15 May 2020 (PDST)


:*Work in progress: the AKEV importer now reads Collada materials so the resulting AKEV is textured.
This looks like an issue with the SketchUp pipeline, rather than with OniSplit, since it is only '''-create:level''' that generates a non-transparent texture, and '''-create:txmp''' actually works fine. Can you: a) provide (in PM) the level data that you are using '''-create:level''' on (supposedly a .dae file, some texture files, and some XMLs)? b) provide an example of a level that imports with transparent glass as expected (supposedly a level that didn't come from SketchUp). Thanks. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 16:46, 16 May 2020 (CEST)


:Sample levels:
==Sound export bug==
:[http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/noglass.zip TestLevel1] -- This level should look like this in-game: <u>[[:Image:NoGlass Import Test 1.jpg|Image 1]]</u> <u>[[:Image:NoGlass Import Test 2.jpg|Image 2]]</u> <u>[[:Image:NoGlass Import Test 3.jpg|Image 3]]</u>
As discussed on Discord there's a sound export bug for SNDDzap*.oni
:[http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/hexagon.zip TestLevel2] -- This level should look like this in-game: <u>[http://edt.oni2.net/images/hexagon1.jpg Image 1]</u>
:A zip file contains the minimum needed to get a new level running in Oni. To "compile" a level extract it to a folder and run the following commands:
  OniSplit -create out -genmipmaps -format:dxt1 *.xml
  OniSplit -import:nosep . Oni\GameDataFolder\level1_Final.dat


:(Of course, you need to change the output .dat file path to match your Oni installation path)
One might record the sounds in OBS and compare it with the exported ones to generate further hints on what went wrong. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 13:29, 21 July 2019 (CEST)


:Note1: The hexagon level needs to be scaled up to work properly. Use the envscale option for this:
#The zap sounds are randomized in an OSBD group, so recording them from the game in some identifiable way would require some extra work (custom OSBD). It's much easier to ask Mac folks for AIFF versions of those sounds. ''And actually, there are [[seven]] zap sounds in the PC demo as well.'' 
  OniSplit -create out -genmipmaps -format:dxt1 -envscale:40 *.xml
#OniSplit slaps a 22.05 kHz header on those files, although they're 44.1kHz and have a perfectly good 44.1kHz header in Oni. Not sure why they're getting a 22.05kHz header. Perhaps Neo got confused by the sloppy documentation of the [[OBD:SNDD/wav|WAV header]], which until my edit gave the same hex listing for the three WAV header types. Either that, or he just assumes the sample rate to be 22.05kHz by default and doesn't update it from the actual file. Will check in the code. ''Actually yeah, he just does as if all the sounds were 22.05kHz.''
#Besides SNDDzap*.oni, there is one other 44.1kHz sound in PC Oni, SNDDap_hit_shld.aif; which suffers from the same export problem, although it's less noticeable.
#Apparently 22.05 kHz stereo sounds are correctly exported as stereo, it's just 44.1 kHz mono files that get a wrong WAV header.
#Will be fixing this in the latest "nightly" OniSplit (haven't yet decided on a version numbering and source control scheme).
#:[[User:Geyser|geyser]] ([[User talk:Geyser|talk]])


:Note2: I've updated the level files to contain 20 empty corpses to prevent crashes.
[[Category:Completed modding tools]][[Category:Bi-platform modding tools]]

Latest revision as of 14:58, 14 November 2023

Talk page archives: #1

Page improvement

Shouldn't there be an animation section which includes the options -anim-body, -anim-merge and -blender? --paradox-01 (talk) 00:24, 16 May 2022 (CEST)

Yes, it's odd that -anim-body and -anim-merge are not documented here, someone should do something about that. -blender arguably does not exist yet (it's in geyser's upcoming 1.0 release and is mentioned on the OniSplit/WIP page). My bad, -blender was added in 0.9.99.2. --Iritscen (talk) 01:05, 16 May 2022 (CEST)

If OniSplit refuses to be used

delete file at AE/Tools/OniSplit.exe.config --Paradox-01 18:00, 28 June 2020

Smaller version steps possible

AssemblyInfo.cs

//overwrite product version with 5 possible numbers
[assembly: AssemblyInformationalVersion("0.9.99.0.1")]

Utils.cs

#if NETCORE
                   version = typeof(Utils).GetTypeInfo().Assembly.GetName().Version.ToString();
#else
                   //version = typeof(Utils).Assembly.GetName().Version.ToString();
                   Assembly assembly = Assembly.GetExecutingAssembly();
                   FileVersionInfo fileVersionInfo = FileVersionInfo.GetVersionInfo(assembly.Location);
                   version = fileVersionInfo.ProductVersion;
#endif

OniSplit -version

0.9.99.0.1

OniSplit version control - getting there...

The SVN version of OniSplit is currently labeled 0.9.99 (same as the source received from Neo), and at this point it is different from the non-synced 0.9.99.2 that I distributed through EdT.

  • "0.9.99" has only two commits (44.1 kHz SNDD export - affecting only electric spark sounds - and other minor SNDD fixes and features);
  • 0.9.99.2 has a few fixes to 0.9.99 (adjustment to XML parsing rules) and new functionality for Blender import/export of animations; also some new bugs, apparently.

To restore some order, I am going to merge my 0.9.99.2 fixes to SVN, then address the known bugs, and push the version number to 0.9.99.3 - and use SVN-synced development from then onwards.

I am not going to create a branch for my fixes/improvements, except maybe when it comes to adding something big, like C# FBX support. If you object to this, speak now. --geyser (talk) 00:09, 29 May 2020 (CEST)

List of bugfixes and improvements planned for 0.9.99.3 (feel free to add to the list if I forgot something)

  • some running/walking anims end up upside-down after reimported into Oni
  • -extract:dae -noanim -blender used on a TRBS, make sure the output .dae file has a TRBS prefix
  • stairs_markers.dae not imported properly? (and more generally secondary/auxiliary .dae files not imported for levels?)
  • TRAM export: support writing of sparse keyframe data (as in Oni), as opposed to writing rotations for every frame (interpolated)
  • maybe allow the export of named TRCM (without material)
  • TGA transparency bug? (not-yet-confirmed as a bug; supposedly happens only for SketchUp-made levels; see below)
  • various SNDD glitches (inconsistent handling of ADPCM headers)

When will you update the repo? --paradox-01 (talk) 16:40, 13 April 2023 (CEST)

I couldn't import FILM via xml master file for level import with current Onisplit compiled from svn. A possible fix is to change ReadElementContentAsString to ReadContentAsString.

       ...
       <Films>
             <Import>films/BomberKonRun02.xml</Import>
       </Films>
       ...
FilmImporter.cs
...
private void ReadFilms(XmlReader xml, string basePath)
...
//string filePath = Path.Combine(basePath, xml.ReadElementContentAsString());
string filePath = Path.Combine(basePath, xml.ReadContentAsString());
paradox-01 (talk) 12:59, 14 November 2023 (CET)

TGA Transparency bug

I extracted HQ_DOUBLED_GLASS as TGA format from vanilla Level8_Final with the OniSplit command -extract:tga. The file was opened in Photoshop and the alpha channel was visible. I then added that texture to Sketchup and applied it in a test level, it appeared transparent in Sketchup. I used the command -create:level to create a level in Oni. In the game Oni, the texture appeared opaque not transparent. When, the file TXMPHQ_DOUBLED_GLASS.oni was extracted from the test level as TGA, the alpha channel was gone or opaque.

Even if the following code was added to the textures.xml file, the texture still appeared opaque in game.

   <Texture Name="HQ_DOUBLED_GLASS">
       <GunkFlags>Transparent TwoSided</GunkFlags>
       <Format>RGBA</Format>
       <Image>images/HQ_DOUBLED_GLASS.tga</Image>
   </Texture>

However, if HQ_DOUBLED_GLASS.tga is converted to PNG format with alpha channel, and then the PNG file is used in Sketchup, then the texture will be transparent in game.

This occurs using OniSplit version 0.9.96.0 and previous versions, tested to version 0.9.90.0. (EDIT: Transparency loss is observed for all glass textures, not just HQ_DOUBLED_GLASS.)

EdT 15:03, 14 May 2020 (PDST)

When you described the issue to me in PM, I didn't notice/understand the key part about applying the texture in SketchUp and then using -create:level on SketchUp's output. I thought we were talking about a simple TXMP roundtrip through TGA. Can you confirm that the texture's alpha goes opaque (or disappears) if you use -extract:tga on TXMPHQ_DOUBLED_GLASS.oni, and then immediately reimport it either with -create (either from XML with extra flags or from TGA)? --geyser (talk) 11:44, 15 May 2020 (CEST)

Regarding the TXMP roundtrip, after extracting TXMPHQ_DOUBLED_GLASS.oni as TGA, I used the command -create:txmp -format:bgra32 -large -genmipmaps, the resulting file had the alpha channel. To confirm, I replaced the file TXMPHQ_DOUBLED_GLASS.oni from the -create:level with the one from -create:txmp in the test level and it was transparent. EdT 12:35, 15 May 2020 (PDST)

This looks like an issue with the SketchUp pipeline, rather than with OniSplit, since it is only -create:level that generates a non-transparent texture, and -create:txmp actually works fine. Can you: a) provide (in PM) the level data that you are using -create:level on (supposedly a .dae file, some texture files, and some XMLs)? b) provide an example of a level that imports with transparent glass as expected (supposedly a level that didn't come from SketchUp). Thanks. --geyser (talk) 16:46, 16 May 2020 (CEST)

Sound export bug

As discussed on Discord there's a sound export bug for SNDDzap*.oni

One might record the sounds in OBS and compare it with the exported ones to generate further hints on what went wrong. --paradox-01 (talk) 13:29, 21 July 2019 (CEST)

  1. The zap sounds are randomized in an OSBD group, so recording them from the game in some identifiable way would require some extra work (custom OSBD). It's much easier to ask Mac folks for AIFF versions of those sounds. And actually, there are seven zap sounds in the PC demo as well.
  2. OniSplit slaps a 22.05 kHz header on those files, although they're 44.1kHz and have a perfectly good 44.1kHz header in Oni. Not sure why they're getting a 22.05kHz header. Perhaps Neo got confused by the sloppy documentation of the WAV header, which until my edit gave the same hex listing for the three WAV header types. Either that, or he just assumes the sample rate to be 22.05kHz by default and doesn't update it from the actual file. Will check in the code. Actually yeah, he just does as if all the sounds were 22.05kHz.
  3. Besides SNDDzap*.oni, there is one other 44.1kHz sound in PC Oni, SNDDap_hit_shld.aif; which suffers from the same export problem, although it's less noticeable.
  4. Apparently 22.05 kHz stereo sounds are correctly exported as stereo, it's just 44.1 kHz mono files that get a wrong WAV header.
  5. Will be fixing this in the latest "nightly" OniSplit (haven't yet decided on a version numbering and source control scheme).
    geyser (talk)