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XML:TRAM: Difference between revisions

No change in size ,  14 January 2017
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__TOC__
__TOC__


===export===
===Export===
TRAM files can be extracted '''A) as pure xml''' files or combined '''B) as xml and dae''' files.
TRAM files can be extracted '''A) as pure xml''' files or combined '''B) as xml and dae''' files.


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====via command line====
====Via command line====
for single file export
for single file export
  onisplit -extract:xml output_path -anim-body:path_to\TRBS_or_ONCCname.oni path_to\TRAMname.oni
  onisplit -extract:xml output_path -anim-body:path_to\TRBS_or_ONCCname.oni path_to\TRAMname.oni
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====via Vago====
====Via Vago====
<!--[[Image:Vago_xml_plus_dae_extraction.png|thumb|200px|right|combined extraction of dae and xml]]-->
<!--[[Image:Vago_xml_plus_dae_extraction.png|thumb|200px|right|combined extraction of dae and xml]]-->


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====via Simple OniSplit GUI====
====Via Simple OniSplit GUI====
There was a long standing problem with ONCC-TRAM-combined files whereby the textures will be missing.<br>With an older method you couldn't export non-native TRAM which meant to the TRAM had to be registered in the TRAC the ONCC is using.
There was a long standing problem with ONCC-TRAM-combined files whereby the textures will be missing.<br>With an older method you couldn't export non-native TRAM which meant to the TRAM had to be registered in the TRAC the ONCC is using.


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===editing the actual animation===
===Editing the actual animation===
You can load the dae file into an compatible editor. So far the community's favorite is Mod Tool.
You can load the dae file into an compatible editor. So far the community's favorite is Mod Tool.
* For correct Mod Tool settings look [[Mod Tool#Animating|HERE]]
* For correct Mod Tool settings look [[Mod Tool#Animating|HERE]]
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===import===
===Import===
====revisited animations====
====Revisited animations====
http://oni.bungie.org/forum/viewtopic.php?id=1433
http://oni.bungie.org/forum/viewtopic.php?id=1433


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====total new animations====
====Total new animations====
<s>Coming soon.</s>
<s>Coming soon.</s>






===file structure===
===File structure===


  TRAM
  TRAM
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===list of tags, types, and flags===
===List of tags, types, and flags===
Use the search function of your web browser to quickly find a tag.
Use the search function of your web browser to quickly find a tag.


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===extents and XML===
===Extents and XML===
Ever wondered how comes Artificial Intelligence can recognize incoming attack and block or dodge? Extents ( found out by Geyser and fully uncovered by Neo ) are the key.
Ever wondered how comes Artificial Intelligence can recognize incoming attack and block or dodge? Extents ( found out by Geyser and fully uncovered by Neo ) are the key.


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===adding colorful trails===
===Adding colorful trails===
Open the xml formated TRAM and search for the "Particles" tag and insert your code.
Open the xml formated TRAM and search for the "Particles" tag and insert your code.


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==fw throws==
==Fw throws==
Situation: you load two chars into Mod Tools and rotate (+/-180°) the throw target char because you want them to stand face to face. When you are done animating, the target animation would need to be reversed again: multiplying the velocities with -1, also the rotation needs a tweak. So far it looks like you need *(-1) for the x rotation and -/+180° (depending on your initial change) for the y rotation.
Situation: you load two chars into Mod Tools and rotate (+/-180°) the throw target char because you want them to stand face to face. When you are done animating, the target animation would need to be reversed again: multiplying the velocities with -1, also the rotation needs a tweak. So far it looks like you need *(-1) for the x rotation and -/+180° (depending on your initial change) for the y rotation.


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==a look on run move complex==
==A look on run move complex==
Example on Striker's moves, meant as illustration for "what would be needed for new run trams".
Example on Striker's moves, meant as illustration for "what would be needed for new run trams".


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Here are all the known unused animations. These could be reintegrated/recycled/whatever....
Here are all the known unused animations. These could be reintegrated/recycled/whatever....


===from the original game===
===From the original game===
* KONOKOconsole_punch          what the name says
* KONOKOconsole_punch          what the name says
* KONOKOlev3_intro looks like she was placing something (bomb?) and then running away
* KONOKOlev3_intro looks like she was placing something (bomb?) and then running away
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* THUGlev1_direct thug probably directing a truck driver
* THUGlev1_direct thug probably directing a truck driver


===from modders===
===From modders===
Following files are available in DAE (and maybe ONI format).
Following files are available in DAE (and maybe ONI format).
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
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