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Introduction to modding: Difference between revisions

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* tutorial: [[Adding_spawnable_characters|Adding spawnable characters to a level (CHAR)]]
* tutorial: [[Adding_spawnable_characters|Adding spawnable characters to a level (CHAR)]]
* tutorial: [[Adding_character_classes|Adding character classes (ONCC)]]
* tutorial: [[Adding_character_classes|Adding character classes (ONCC)]]
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
[[Image:female_stun.jpg|right|thumb]]
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/RAICOMthrow_fw_kick.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/RAICOMthrow_fw_kick_TN.png]
''An "appetizer screenshot".''
|}
* tutorial: [[OBD_talk:TRAM|Tweak animation (TRAM)]]
* tutorial: [[OBD_talk:TRAM|Tweak animation (TRAM)]]


'''''Talk about OBANs and TRAMs here. Mention Mod Tool.'''''
'''''Talk about OBANs and TRAMs here. Mention Mod Tool.'''''


: You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states, and variant need to be set. For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completely new animation it should work as long as the skeleton is similar to the one used in Oni.  
: You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states, and variant need to be set. For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completely new animation it should work as long as the skeleton is similar to the one used in Oni.


====Weapons====
====Weapons====
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