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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]]. | |||
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Let's say he drops the airport, the folder will be located at Softimage_Mod_Tool_7.5\OniLevels\level4_Final. | 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 | 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. | Since level0_Final is such a big file, Mod Tool will check if the folder is already located at OniLevels. | ||
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Other content like consoles should be imported indirectly from CJBO files. | 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. | That's necessary because the extracted dae file doesn't cover any flags, script functions, etc. | ||
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onisplit -extract:dae level0_Final level0_Final\ONCC*.oni | onisplit -extract:dae level0_Final level0_Final\ONCC*.oni | ||
Inside Mod Tool, envmaps will be disabled so that | Inside Mod Tool, envmaps will be disabled so that strange effects with transparency doesn't appear. | ||
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Progress must be saved in form of *.exp scene files. | Progress must be saved in form of *.exp scene files. | ||
Valid project locations will be provided automatically. | [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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