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onisplit -create output_path path_to/DOOR*.xml | onisplit -create output_path path_to/DOOR*.xml | ||
onisplit -extract:dae output_path path_to/OBAN*.oni | onisplit -extract:dae output_path path_to/OBAN*.oni | ||
Then in a 3D editor, put the geometries under the animated NULL object. | |||
Next you might want to do the following: | |||
* set the geometries' local rotation to X = 0 | |||
* translate the geometries' center to their lowest point | |||
* translate the geometries in object mode onto the NULL | |||
[...] | |||
Remaining question: | |||
; Does Onisplit compensate ZAxisUp while converting OBAN*.oni to *.dae? | |||
==door animation import== | ==door animation import== | ||
ZAxisUp must be set in OBAN. | |||
[...] | [...] | ||
Remaining question: | |||
;ZAxisUp handling | |||
: How is ZAxisUp handled best in a 3D editor assuming Onisplit will compensate its effect? | |||
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Before importing doors via "[[XML:ONLV#The_master_xml_file|master file]]" you must place the door class and its TXMP(s) inside the "shared" folder. | Before importing doors via "[[XML:ONLV#The_master_xml_file|master file]]" you must place the door class and its TXMP(s) inside the "shared" folder. | ||
After level creation, the new door class and its animation must be placed in level 0 | After level creation, the new door class and its animation must be placed in level 0. | ||
'''in shared folder''' | '''in shared folder''' | ||
* DOOR file | * DOOR file | ||
* TXMP file (one for each embedded M3GM instance) | * TXMP file(s) (max. one for each embedded M3GM instance) | ||
'''in level 0''' | '''in level 0''' | ||
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[...] | [...] | ||
;Remaining question: | |||
: Does reconverting an original DOOR change it in any way so that e.g. its OBAN is also required in the shared folder? | |||
;Notes about original doors: | ;Notes about original doors: | ||
: In original game levels there are files like this "M3GMdoor_1_0.oni". That's an animated door part. (Doors consist of an animated and a static part.) | : In original game levels there are files like this "M3GMdoor_1_0.oni". That's an animated door part. (Doors consist of an animated and a static part.) | ||
: But onisplit will store animated door parts inside ONLV so we don't need extra M3GMs. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:41, 15 February 2014 (CET) | : But onisplit will store animated door parts inside ONLV so we don't need extra M3GMs. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:41, 15 February 2014 (CET) |
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