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Talk:Mod Tool/OniTools addon: Difference between revisions

level construction helper - it's basically "hit and run" ;-)
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(level construction helper - it's basically "hit and run" ;-))
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But having another program in between ease some shortcomings of MT such as its capability of creating terrible GUIs/controls.
But having another program in between ease some shortcomings of MT such as its capability of creating terrible GUIs/controls.


Currently working on: set default ground and PF for fast tests
Currently working on: "quick test" function




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'''convert level dat to project'''
'''convert level dat to project'''
# create project name by AKEV name [x]
# create project by AKEV name [x]
# create master file [x]
# create master file [x]
# copy BSL folder []
# copy BSL folder []
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# transfer animated objects to physics file [x]
# transfer animated objects to physics file [x]
# populate master file with "script" geometry [x] (those are named ''LevelName'''''_script_'''''scriptId''.dae, static parts of animated objects)
# populate master file with "script" geometry [x] (those are named ''LevelName'''''_script_'''''scriptId''.dae, static parts of animated objects)
: count: 11
 
[[Image:simple_level_creation.png|250px|right|thumb|In simplest case you can create and run your first level after two clicks. Konoko and a sunset sky is set by default and will be immediately displayed.]]
<!--[[Image:simple_level_creation2.png|250px|right|thumb|comment]]-->




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# set default sky for fast tests [x]
# set default sky for fast tests [x]
# set default player for fast tests [x]
# set default player for fast tests [x]
# set default ground and PF for fast tests []
# set default ground and PF for fast tests [x]
# set default texture quality [x]
# set default texture quality [x]
# set path to classes folder in master file [x]
# set path to classes folder in master file [x]
: count: 9
# add "quick test" function [x]




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# check for package information []
# check for package information []
# convert project to package []
# convert project to package []
: count: 6




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# xsi user cam movement is monitored by GUI []
# xsi user cam movement is monitored by GUI []
# GUI plays sounds when cam is within range of sound spheres in xsi []
# GUI plays sounds when cam is within range of sound spheres in xsi []
: count: 2
: difficulty: medium
: difficulty: medium


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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: 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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# if GUI is located in AE tools' folder (e.g. via pkg install) it will choose those AE resources by default [x]
# if GUI is located in AE tools' folder (e.g. via pkg install) it will choose those AE resources by default [x]
# release GUI as AE package []
# release GUI as AE package []
# option to transfer AISA content to CHAR
# setup XSI for Oni modding (non-transparent CHAR tex, frame rate) []
# setup XSI for Oni modding (non-transparent CHAR tex, frame rate) []
# get package numbers from Oni Mod Depot []
# get package numbers from Oni Mod Depot []
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# gunk flag recovery for special textures (ONLV's ONOA and AKEV's AGQG and AKEV's texture list must be read for this) [] (laborious)
# gunk flag recovery for special textures (ONLV's ONOA and AKEV's AGQG and AKEV's texture list must be read for this) [] (laborious)
# take OniSplit conversion into background worker and add a progress bar []
# take OniSplit conversion into background worker and add a progress bar []
: count: 13
: difficulty: high
: difficulty: high


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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.
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 for now I got slightly optimistic that this works this time.
This needs more testing but for now I got slightly optimistic that it works this time.




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