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(so now we have all the old modding talk...) |
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==OniSplit 0.9.27== | ==OniSplit 0.9.27== | ||
OniSplit v0.9.27 (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.27.zip</nowiki>, dead link) | |||
Bugfixes and xml export/import for [[OBD:BINA/TMBD|TMBD]]. | Bugfixes and xml export/import for [[OBD:BINA/TMBD|TMBD]]. | ||
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I have a 1 frame animation where the pelvis consists of this - <EKey>1 0 0 0</EKey> I know the first part is the number of frames, but what are the others? I need to rotate the barrel 90 degrees upward. | I have a 1 frame animation where the pelvis consists of this - <EKey>1 0 0 0</EKey> I know the first part is the number of frames, but what are the others? I need to rotate the barrel 90 degrees upward. | ||
[[Image:Rotated barrel.jpg]] | |||
[[User:Gumby|Gumby]] 19:25, 11 September 2008 (CEST) | [[User:Gumby|Gumby]] 19:25, 11 September 2008 (CEST) | ||
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On something else: | On something else: | ||
I thought dangerous particle awareness was fixed, but avoiding them was broken? In this image: http://img134.imageshack.us/img134/5205/linesun5.jpg It seems that awareness is still broken, look at the blue (or used to be blue, until my image editing program messed up the colors) lines. They still point toward the origin. Aren't they supposed to point toward the danger? However, he does avoid it properly as long as you aren't standing between him and the origin. | I thought dangerous particle awareness was fixed, but avoiding them was broken? In this image: <nowiki>http://img134.imageshack.us/img134/5205/linesun5.jpg</nowiki> (dead link) It seems that awareness is still broken, look at the blue (or used to be blue, until my image editing program messed up the colors) lines. They still point toward the origin. Aren't they supposed to point toward the danger? However, he does avoid it properly as long as you aren't standing between him and the origin. | ||
[[User:Gumby|Gumby]] 22:14, 12 September 2008 (CEST) | [[User:Gumby|Gumby]] 22:14, 12 September 2008 (CEST) | ||
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[[User:Gumby|Gumby]] 23:04, 12 September 2008 (CEST) | [[User:Gumby|Gumby]] 23:04, 12 September 2008 (CEST) | ||
<nowiki>https://sites.google.com/site/gumby701/bomber.wmv</nowiki> (dead link) | |||
[[User:Gumby|Gumby]] 23:58, 12 September 2008 (CEST) | [[User:Gumby|Gumby]] 23:58, 12 September 2008 (CEST) | ||
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[[User:Gumby|Gumby]] 09:34, 13 September 2008 (CEST) | [[User:Gumby|Gumby]] 09:34, 13 September 2008 (CEST) | ||
:Loser, I oughta slap you around with a large trout for this - '''I reported it repeatedly, even with video proof, but got nothing ("you have to wait, we have more important things to do...").''' - you could at least have linked to [http://oni.bungie.org | :Loser, I oughta slap you around with a large trout for this - '''I reported it repeatedly, even with video proof, but got nothing ("you have to wait, we have more important things to do...").''' - you could at least have linked to [http://oni.bungie.org/forum/viewtopic.php?pid=4897#p4897 your report], so that people can see what I ''really'' told you then. | ||
:And as for this - '''Hey Neo, can we delete collision stuff at the top of the page? I saved it, so it is not neccessary to leave it here.''' - I oughta slap you with an even larger trout for being so selfish about documentation. Where have you backed up that knowledge? on your own HDD? why, thank you... | :And as for this - '''Hey Neo, can we delete collision stuff at the top of the page? I saved it, so it is not neccessary to leave it here.''' - I oughta slap you with an even larger trout for being so selfish about documentation. Where have you backed up that knowledge? on your own HDD? why, thank you... | ||
:And you know what else? maybe then I should club you to death with the mother of all trouts, for deleting important documentation like the | :And you know what else? maybe then I should club you to death with the mother of all trouts, for deleting important documentation like the dodge-related "video proof" (<nowiki>http://loser.oni2.net/Videos/Projectile_dodge_issue.wmv</nowiki>, dead link) from your oni2.net account. It's irresponsible to go deleting stuff like that. | ||
::[[User:Geyser|geyser]] 11:05, 13 September 2008 (CEST) | ::[[User:Geyser|geyser]] 11:05, 13 September 2008 (CEST) | ||
:Iritscen, when you say this - '''I know I saw a hack for avoiding the Cell being demoed on YouTube quite some time ago.''' - your "knowledge" is wrong. Look at the video again, then at its end titles, then at the video details and comments: | :Iritscen, when you say this - '''I know I saw a hack for avoiding the Cell being demoed on YouTube quite some time ago.''' - your "knowledge" is wrong. Look at the video again, then at its end titles, then at the video details and comments: https://www.youtube.com/watch?v=C8zpfiHeR_s | ||
:Because of the nature of the bug, dodging mostly worked as long as the dodging took place close to the level's origin, so for the needs of the trailer, for example, it was already quite possible to set up an actual sequence, with anything from screamer to grenade to bomber. | :Because of the nature of the bug, dodging mostly worked as long as the dodging took place close to the level's origin, so for the needs of the trailer, for example, it was already quite possible to set up an actual sequence, with anything from screamer to grenade to bomber. | ||
:Loser up there gave you instructions for the standard PC engine: [[ | :Loser up there gave you instructions for the standard PC engine: [[EXE]]. There is no corresponding hack for the PC demo of for OMNI's engine yet. Keep an eye on this page, which will be updated with the info soon enough: [[OMNI]] | ||
::[[User:Geyser|geyser]] 11:05, 13 September 2008 (CEST) | ::[[User:Geyser|geyser]] 11:05, 13 September 2008 (CEST) | ||
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Partially fixed the awareness. I need to figure out why the spheres don't move like they are supposed to be doing. I have a feeling once I get them to move around, the characters will "pay attention" to them better. | Partially fixed the awareness. I need to figure out why the spheres don't move like they are supposed to be doing. I have a feeling once I get them to move around, the characters will "pay attention" to them better. | ||
http://drop.io/download/48cc75dc/b7052019762bf4f5aa859de9bb6689d9bb5f32c1/b2b104c0-6431-012b-6d03-0012799407ec/167e5950-6432-012b-19f4-f1daf8099b16/aware.wmv | <nowiki>http://drop.io/download/48cc75dc/b7052019762bf4f5aa859de9bb6689d9bb5f32c1/b2b104c0-6431-012b-6d03-0012799407ec/167e5950-6432-012b-19f4-f1daf8099b16/aware.wmv</nowiki> (dead link) | ||
[[User:Gumby|Gumby]] 07:41, 14 September 2008 (CEST) | [[User:Gumby|Gumby]] 07:41, 14 September 2008 (CEST) | ||
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==OniSplit 0.9.28== | ==OniSplit 0.9.28== | ||
OniSplit v0.9.28 (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.28.zip</nowiki>, dead link) | |||
:* added xml support for [[OBD:BINA/ONIE|ONIE]]. | :* added xml support for [[OBD:BINA/ONIE|ONIE]]. | ||
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Minor IGSt bug found (<nowiki>http://www.paradox.oni2.net/IGSt_bug.zip</nowiki>, dead link). The import doesn't recognize new lines which comes from "<text> </text>". There're 00 instead of 20 (one per such instance) in the reconverted file. | |||
[[User:Paradox-01|Paradox-01]] 16:35, 26 September 2008 (CEST) | [[User:Paradox-01|Paradox-01]] 16:35, 26 September 2008 (CEST) | ||
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:::::FBX - I don't know, I saw all kinds of problems with all kinds of 3D file formats. Basically I know of no file format or application that's 100% guaranteed to work properly. | :::::FBX - I don't know, I saw all kinds of problems with all kinds of 3D file formats. Basically I know of no file format or application that's 100% guaranteed to work properly. | ||
:::::BSL - For PC disassembling you can use the [ | :::::BSL - For PC disassembling you can use the [https://hex-rays.com/ida-free free version of IDA]. See here (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniPC|_idb49.zip</nowiki>, dead link)] for my IDA database file. I don't think you can bind sc_bind_f2 easily (compared to others). It's a string variable and nothing in the Mac exe uses them so nobody calls the function that's supposed to register string variables. [[User:Neo|Neo]] | ||
::::::Thanks for the link and the database, but now I need the fishing instruction :-) Can you show me how I can find the engine function related to the BSL function. I tried a text search for chr_focus, got the results, but I could not find out how it pointed to _SetMainCharacter. Once I see it in the PC engine, then I will look for it in the Mac engine. [[User:EdT|EdT]] 07:30, 15 October 2008 (CEST) | ::::::Thanks for the link and the database, but now I need the fishing instruction :-) Can you show me how I can find the engine function related to the BSL function. I tried a text search for chr_focus, got the results, but I could not find out how it pointed to _SetMainCharacter. Once I see it in the PC engine, then I will look for it in the Mac engine. [[User:EdT|EdT]] 07:30, 15 October 2008 (CEST) | ||
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:::::[[User:Geyser|geyser]] 19:19, 21 October 2008 (CEST) | :::::[[User:Geyser|geyser]] 19:19, 21 October 2008 (CEST) | ||
::::::Not sure we really want an in-depth discussion about this on Neo's talk page, but if you like we can move it to somewhere else; for now I'll respond here, since you asked here... | ::::::Not sure we really want an in-depth discussion about this on Neo's talk page, but if you like we can move it to somewhere else; for now I'll respond here, since you asked here... | ||
::::::*"What crappy shadows?" Any of them, pretty much. But if you need visual aids, let me ask you what the heck is going on [http://iritscen.oni2.net/ | ::::::*"What crappy shadows?" Any of them, pretty much. But if you need visual aids, let me ask you what the heck is going on [http://iritscen.oni2.net/comp_graphics/Oni-BadShadows2.jpg here], let me point out that many shadows are of [http://iritscen.oni2.net/comp_graphics/Oni-BadShadows1.jpg erratic shadiness and height], and some crates are lacking shadows completely in the back of that last shot. Also, count the things wrong here [Dead link removed. --Iritscen]. Finally, Gumby contributed an example the other day: explain why the shadows move [http://iritscen.oni2.net/comp_graphics/Oni-BadShadows3.jpg towards the light] if they're not crappy. You yourself already acknowledged that the baked-in shadows were not good, so I can't understand your sudden puzzlement, but there ya go. | ||
::::::*"As far as I can tell [etc. etc.]". As far as I can tell, you haven't been looking very hard. If you wanted to be lazy you could have just asked me on YIM for evidence, but I guess I have to take up more space on this page to answer the question you posted here: [http://iritscen.oni2.net/ | ::::::*"As far as I can tell [etc. etc.]". As far as I can tell, you haven't been looking very hard. If you wanted to be lazy you could have just asked me on YIM for evidence, but I guess I have to take up more space on this page to answer the question you posted here: [http://iritscen.oni2.net/comp_graphics/Marathon-GoodShadows1.jpg these lights] [http://iritscen.oni2.net/comp_graphics/Marathon-GoodShadows2.jpg are dynamic]. Some lights even flicker in and out, with the expected changes in shadowing. And even though this is from the OpenGL-powered port, they looked exactly the same in 1994 when the game came out. Now, it's true that those are dynamic lights, not dynamic shadows, and they are in a hard-edged style not a softened style, but I just wanted to illustrate how much nicer Marathon's interplay of light and darkness is than Oni's. My question was why Oni couldn't do those sorts of calculations dynamically too. Don't jump all over me. | ||
::::::*Re: How the shadow mapping works. We are saying close to the same thing here. I don't dispute/care how the shadows are calculated from the characters' models, I just think they are generated on-the-fly, not being applied as decals. Decals are fixed images stored in a resource file, whereas these look more like shaded boxes being filled in on a grid using vertices (also you called our current shadow spot "dynamic", and it's the opposite, it's static). It would be very non-standard to use static decals for shadow mapping, but whatever. I don't argue Oni would have looked better as it was back then. If we could bring back that technology from within the code (which we probably can't, this is just a hypothetical sentence so don't flip out), then we could probably also increase the grid resolution and make it look nicer; otherwise it is just something I pointed out for the sake of pointing it out. And it's true that the ID didn't have the shadows, that's interesting. But I wouldn't automatically assume it looked crappy just because they didn't show it. Let's go a little easier on the cynicism pedal, now. | ::::::*Re: How the shadow mapping works. We are saying close to the same thing here. I don't dispute/care how the shadows are calculated from the characters' models, I just think they are generated on-the-fly, not being applied as decals. Decals are fixed images stored in a resource file, whereas these look more like shaded boxes being filled in on a grid using vertices (also you called our current shadow spot "dynamic", and it's the opposite, it's static). It would be very non-standard to use static decals for shadow mapping, but whatever. I don't argue Oni would have looked better as it was back then. If we could bring back that technology from within the code (which we probably can't, this is just a hypothetical sentence so don't flip out), then we could probably also increase the grid resolution and make it look nicer; otherwise it is just something I pointed out for the sake of pointing it out. And it's true that the ID didn't have the shadows, that's interesting. But I wouldn't automatically assume it looked crappy just because they didn't show it. Let's go a little easier on the cynicism pedal, now. | ||
::::::--[[User:Iritscen|Iritscen]] 21:30, 21 October 2008 (CEST) | ::::::--[[User:Iritscen|Iritscen]] 21:30, 21 October 2008 (CEST) | ||
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Delorean in 1024x1024 glory: | Delorean in 1024x1024 glory: | ||
[[Image:Lg tex DeLorean.jpg]] | |||
:[[User:EdT|EdT]] 17:53, 21 October 2008 (CEST) | :[[User:EdT|EdT]] 17:53, 21 October 2008 (CEST) | ||
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Faces of Konoko: the 1st is the standard texture at 128x128, the 2nd is at 512x512 with some smoothing of the skin in Photoshop, the 3rd added the eyes from coool's texture. | Faces of Konoko: the 1st is the standard texture at 128x128, the 2nd is at 512x512 with some smoothing of the skin in Photoshop, the 3rd added the eyes from coool's texture. | ||
[[Image:Konoko face textures.jpg]] | |||
Did anyone notice how Konoko's lips look realistic? Maybe they used a photograph for it. | Did anyone notice how Konoko's lips look realistic? Maybe they used a photograph for it. | ||
[[Category:Userspace]] |