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Talk:Mod Tool/OniTools addon: Difference between revisions

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("I must merge this with http://wiki.oni2.net/Talk:Mod_Tool" ... two years later ... I wished we could use the Softimage 2015.)
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# install file watcher for classes folder []
# install file watcher for classes folder []
# creating classes in xsi auto-updates html object library []
# creating classes in xsi auto-updates html object library []
# xsi vertex shading editor (with easy controls for light sources) []
# decal particle editor []
# decal particle editor []
# xml editor []
# xml editor []
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# populate BSL editor with auto-updating classes cache []
# populate BSL editor with auto-updating classes cache []
# load script functions of TV, CONS, DOOR, TRIG, TURR on demand []
# load script functions of TV, CONS, DOOR, TRIG, TURR on demand []
: count: 11
: count: 10
: difficulty: medium - high
: difficulty: medium - high
: * GUI searches for a few binary signatures that are only present in retail version. The signatures are hashed so that decompiling the GUI won't reveal the actual search strings. The downloaded file is then automatically decrypted.
: * GUI searches for a few binary signatures that are only present in retail version. The signatures are hashed so that decompiling the GUI won't reveal the actual search strings. The downloaded file is then automatically decrypted.
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# read, write, edit TURR [][][]
# read, write, edit TURR [][][]
# read, write, edit WEAP [][][]
# read, write, edit WEAP [][][]
# xsi vertex shading editor (with easy controls for light sources) []
# add new corpses []
# add new corpses []
# material-depending polygon deletion []
# material-depending polygon deletion []
: count: 46
: count: 47




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# folder context menu (built dat) []
# folder context menu (built dat) []
# use only one Onisplit process to speed up conversions ? []
# use only one Onisplit process to speed up conversions ? []
# unlock savegame slot that is required for own tests but has never been used so far []  
# unlock savegame slot that is required for own tests but has never been used so far []
 
 
It seems CRSA can be re-created in Mod Tool after all if you break the character's bone hierarchy before applying the rotation values.
 
This needs more testing but I'm not slightly optimistic now.




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