Mod Tool/Oni level rebuilder: Difference between revisions

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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 could be post-edited.
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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  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 strange effects with transparency doesn't emerge.
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.
 
 
 


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