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Creating a level: Difference between revisions

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(Created page with "==Level releases and resources== ===Fan-made levels=== {| class="wikitable sortable autosort by-column-3" !Date !Name !Level number |- |TBA |Oni 2 Angel Studios Tour |32 |- |T...")
 
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=====Corpses.xml=====
=====Corpses.xml=====
'''(OniSplit v0.9.96.0+)'''
An empty Corpse element (<Corpse />) is treated as unused and placed at the end of the array. If no such empty elements are provided, OniSplit automatically adds 5. OniSplit also ensures that there are at least 20 corpses in the array.


'''(Import)'''
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
| <Corpses>
|
|
|-
|valign="top"| <Corpse>
|valign="top"| -
|
|-
| <Class>
| link
| [[XML:ONCC|ONCC]]''name''
|-
| <Transforms>
| -
| There are 19 <Matrix> for each <Transforms> (which represents a body part).
|-
| <Matrix>
| matrix
| Float 3x3 + float x3 for the last 3 values (X Y Z position). For more information about the matrix, see [[OBD:CRSA]].
|-
| <BoundingBox>
| -
| Bounding box of the whole corpse. Optional; if not provided, OniSplit will generate an approximate one. Currently it doesn't try to locate the ONCC to compute an exact bounding box.
|-
| <Min>
| float x3
|
|-
| <Max>
| float x3
|
|}
<!--
[[Image:ONLV_CRSA_XSI_aided_import.jpg|thumb|200px]]


CRSA corpses can now be imported from an XML file if registered in the master file. See [[ONLV#CRSA|HERE]]. (Two formats available.)
:Some related information can be found at [[Authoring custom camera animations]].-->


Direct import is not yet supported by OniTools.
----


<!--
For indirect import, see [http://oni.bungie.org/forum/viewtopic.php?id=2657 HERE] (OniTools v7.1.5+) on how to get corpse data.
For indirect import, see [http://oni.bungie.org/forum/viewtopic.php?id=2657 HERE] (OniTools v7.1.5+) on how to get corpse data.


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With Neo's matrix-to-Euler code, the rotations can be recovered from CRSA. But due to the character's hierarchy, things get messy again (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/CRSA_to_Mod_Tool_wip.png</nowiki>, dead link). (WIP code (<nowiki>https://dl.dropboxusercontent.com/u/139715/temp/CRSA_to_Mod_Tool.txt</nowiki>, dead link))
With Neo's matrix-to-Euler code, the rotations can be recovered from CRSA. But due to the character's hierarchy, things get messy again (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/CRSA_to_Mod_Tool_wip.png</nowiki>, dead link). (WIP code (<nowiki>https://dl.dropboxusercontent.com/u/139715/temp/CRSA_to_Mod_Tool.txt</nowiki>, dead link))


A workaround might be to save characters without animations, destroy their hierarchy, apply the local rotations / global translation and glue everything together again.
A workaround might be to save characters without animations, destroy their hierarchy, apply the local rotations / global translation and glue everything together again.-->
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