Jump to content

User talk:EdT: Difference between revisions

hmph
(Russian Power indeed :-D)
(hmph)
Line 258: Line 258:


Wow, geyser, you are full of surprises. I do have to say that it didn't work for me last night. I changed the byte to 9A, verifying that it was 7A to begin with. I put the cosplay .dat/.raw/.sep files in the GDF. But when I loaded a level and used F8, I didn't find any new Konokos. Still, it worked for Ed, so that means I probably just did something wrong. This is really amazing. We demand details! How does this work, what are the limitations, etc. And thanks! --[[User:Iritscen|Iritscen]] 15:28, 6 May 2008 (CEST)
Wow, geyser, you are full of surprises. I do have to say that it didn't work for me last night. I changed the byte to 9A, verifying that it was 7A to begin with. I put the cosplay .dat/.raw/.sep files in the GDF. But when I loaded a level and used F8, I didn't find any new Konokos. Still, it worked for Ed, so that means I probably just did something wrong. This is really amazing. We demand details! How does this work, what are the limitations, etc. And thanks! --[[User:Iritscen|Iritscen]] 15:28, 6 May 2008 (CEST)
:Ed: As for the FBX conversion, I guess you'll have to tell us what you're converting ''with''. It looks like the model is not completely faceted, but was auto-smoothed with a rather small smoothing angle. You should be able to fine-tune that angle or to switch to full smoothing.
:It's good to hear that the plugin worked for you. There is no limitation as for what a plugin can hold. You can, for example, split level0_Final into several smaller bundles/folders, with modularity and quick import in mind. You can also have level-specific plugins (e.g., OBJC).
:There is, however, a limitation as for the number of .dat files detected by Oni at startup (and also as for the number of .dat files loaded simultaneously). The former limitation is the most relevant to you since OMNI's engine can only "see" 16 .dat files, which is quite minimal.
:Iritscen: try to at least fake some patience, for the sake of our [[friend]]ship. It works simply because the public versions of Oni have an internal test, whereby they only accept "_Final.dat" as valid level files: we've merely disabled that check. And it's not Russian power because I'm just the middleman here.
:As for you not seeing any new Konokos (technically, it's a Motoko we're talking about), Motoko is supposed to be at the very start of the F8 loop (meaning that after enabling shapeshifting you'll get her with F8,Shift+F8 or Shift+F8,F8. You can also check startup.txt to see if the .dat was loaded correctly.
:Once the engine is patched to allow for non-Final files, you can use OniSplit to create [[dat|instance files]] with any name (although you still can't use "_tools" or "_Tools"; there's another check for that, which we consider a minor limitation).
:It is critical that you create the files with OniSplit. Renaming them by hand won't work, because the name of the file is hashed and used throughout the [[dat|instance file]] as a key (BTW, Ed, looks like Dox and you did double work here; sorry).
:Of course, the files are sepness-specific, so if you mean to distribute plugins to both Mac and PC users, you'll have to build a dat/raw/sep set ''and'' a dat/raw set like I did for the example above (and the examples below).
:To get a feel for the possible applications and for the limitations of OMNI's engine, try the following two plugins.
:*a global "BGI" plugin featuring a bunch of Spartans and the tentative machinegun thingie:
::http://geyser.oni2.net/edition/plugins/level0_BGI.zip
:*a local instance file supposed to alter the character lineup in {{C|2}}:
::http://geyser.oni2.net/edition/plugins/level2_OBJC.zip
:If you place both of these in your GDF and then look at the startup file (and at the Load Game dialog), you should notice that level9_Final ( {{C|7}} ) failed to load (and maybe other chapters if you've kept the Cosplay around). That's the 16-instance-file limitation issue. If we can't fix OMNI's engine, you'll have to play Oni one "act" at a time (something like 6 chapters + level0 + plugins).
:All limitations aside, the effect of the plugins depends on the order in which they are listed and on the type of instance inside. The characters and weapon in level0_BGI end up ''before'' those in level0_Final, but it's the BINACJBOCharacter from ''level2_OBJC'' that is used, even though level2_OBJC is loaded ''after'' level2_Final. Not too intuitive, but hopefully there are firm rules that apply here.
::[[User:Geyser|geyser]] 04:53, 8 May 2008 (CEST)
:My problem with the machine gun is that it has non-planar quads triangulated the wrong way (meaning 17secs didn't really do his job as a modeler), and that it has a rather plain look and feel. See it as just an example.
:The Spartans have a few remaining issues (apart from them being stolen from Halo, of course).
:*The downsampled and posterized texture (that can only be fixed by remapping the whole thing; then again, the env mapping does a good job at concealing the ugly bits).
:*The awkward look of the shoulder joints while aiming (that's an Oni-wide animation issue, even if it looks especially bad here; maybe the skeleton needs another polish, too).
:*The environment maps won't look "exactly right" unless there are weighted normals (again, this is a general issue in Oni; unweighted normals = ugly Gouraud and envmaps).
::[[User:Geyser|geyser]] 04:53, 8 May 2008 (CEST)