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Paradox-01 (talk | contribs) (a project fork) |
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;Wouldn't it be nice to have a tool that can rebuild an Oni level? | ;Wouldn't it be nice to have a tool that can rebuild an Oni level? | ||
;Of course after some modification has been | ;Of course after some modification has been made to the level. | ||
Mod Tool and OniSplit could accomplish this task. | Mod Tool and OniSplit could accomplish this task. | ||
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:OniSplit.exe -extract:xml level1_Final level1_Final/BINACJBO*.oni | :OniSplit.exe -extract:xml level1_Final level1_Final/BINACJBO*.oni | ||
After that Mod Tool can examine the | After that Mod Tool can examine the files and import 3D content on different layers. | ||
: Core geometry: EnvLayer | : Core geometry: EnvLayer | ||
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Also, an already half-filled xml master file can be created. | Also, an already half-filled xml master file can be created. | ||
: | : The names of BSL folder and skybox can be received from the original ONLV file. | ||
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Currently, the xml master file don't seem to cover the CRSA instance. | Currently, the xml master file don't seem to cover the CRSA instance. | ||
But, now that Neo has provided a code to create transform matrices, the ONLV file | But, now that Neo has provided a code to create transform matrices, the ONLV file can be post-edited. | ||
Getting the CRSA back into Mod Tool is a bit more complicated, or the code for it, .. like always. | |||
Matrix to euler and back again: [[Mod_Tool/Scripting#Matrix_-.3E_Euler_rotation|see scripting page]]. | |||
===Limitations=== | ===Limitations=== | ||
Besides the work needed to get this all done ..., cutscenes (animation compositions and FILM creation) and BSL in general won't be produced automatically. | Besides the work needed to get this all done ..., cutscenes (animation compositions and FILM creation) and BSL in general won't be produced automatically. | ||
===Realization=== | |||
====Export relevant files==== | |||
As said before the user will drag and drop a dat file into Mod Tool. | |||
Let's say he drops the airport, the folder will be located at Softimage_Mod_Tool_7.5\OniLevels\level4_Final. | |||
To ensure the AKEV gets all its resources, level0_Final becomes also exported. | |||
Since level0_Final is such a big file, Mod Tool will check if the folder is already located at OniLevels. | |||
For update purposes, the user can force to export level0_Final again by dragging and dropping it into the program. | |||
====Loading work data==== | |||
Some content will be imported as it is such as core geometry and BNV. | |||
Other content like consoles should be imported indirectly from CJBO files. | |||
That's necessary because the extracted dae file doesn't cover any flags, script functions, etc. | |||
=====Libraries===== | |||
There's already the shared folder for the xml master file. But we should be able to extend it whenever necessary. | |||
For instance BINACJBOCharacter/AISA/CRSA will require ONCC files in DAE format. | |||
This will be done whenever level0_Final becomes exported. | |||
onisplit -extract:dae level0_Final level0_Final\ONCC*.oni | |||
Inside Mod Tool, envmaps will be disabled so that strange effects with transparency doesn't appear. | |||
====Project management==== | |||
Progress must be saved in form of *.exp scene files. | |||
[http://oni.bungie.org/forum/viewtopic.php?pid=47612#p47612 Valid project locations] will be provided automatically. | |||
====Alternate management==== | |||
There should be a way to let users save their progress when *.exp files don't work. | |||
Also the MergeScene function seems buggy. | |||
: As alternative we can use *.xsi files. These can store custom properties, something that *.dae files can't do. | |||
: It's probably be possible to store all actual content to one *.xsi and store the layer information to one *.xml file. | |||
: Or each layer is stored to one *.xsi file. | |||
: Slower systems might profit from the latter method because the user isn't forced to load everything, he can decide what scene layers he wants. | |||
[[Category:Modding ideas]] |
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