Jump to content

Mod Tool/Oni level rebuilder: Difference between revisions

thought about it's realization
(a project fork)
 
(thought about it's realization)
Line 19: Line 19:
: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 xml files and import 3D content on different layers.
After that Mod Tool can examine the files and import 3D content on different layers.


: Core geometry: EnvLayer
: Core geometry: EnvLayer
Line 39: Line 39:
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 could be post-edited too.
But, now that Neo has provided a code to create transform matrices, the ONLV file could be post-edited.




===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 get all it's needed 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.
The user can force to export level0_Final by dragging and dropping it into the program individually.
====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 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 requite 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 no strange effects with transparency emerge.
====Project management====
Progress should be saved in form of *.exp scene files.
Valid project locations will be provided automatically.
[...]
8,119

edits