<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.oni2.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Disembodied+Soul</id>
	<title>OniGalore - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.oni2.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Disembodied+Soul"/>
	<link rel="alternate" type="text/html" href="https://wiki.oni2.net/Special:Contributions/Disembodied_Soul"/>
	<updated>2026-04-30T08:52:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p10.jpg&amp;diff=27585</id>
		<title>File:Oni Comic Issue 0 p10.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p10.jpg&amp;diff=27585"/>
		<updated>2018-06-17T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p10.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p9.jpg&amp;diff=27584</id>
		<title>File:Oni Comic Issue 0 p9.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p9.jpg&amp;diff=27584"/>
		<updated>2018-06-17T12:59:31Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p9.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p8.jpg&amp;diff=27583</id>
		<title>File:Oni Comic Issue 0 p8.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p8.jpg&amp;diff=27583"/>
		<updated>2018-06-17T12:59:05Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p8.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p7.jpg&amp;diff=27582</id>
		<title>File:Oni Comic Issue 0 p7.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p7.jpg&amp;diff=27582"/>
		<updated>2018-06-17T12:56:39Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p7.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p6.jpg&amp;diff=27581</id>
		<title>File:Oni Comic Issue 0 p6.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p6.jpg&amp;diff=27581"/>
		<updated>2018-06-17T12:56:16Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p6.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p5.jpg&amp;diff=27580</id>
		<title>File:Oni Comic Issue 0 p5.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p5.jpg&amp;diff=27580"/>
		<updated>2018-06-17T12:55:19Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p5.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p4.jpg&amp;diff=27579</id>
		<title>File:Oni Comic Issue 0 p4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p4.jpg&amp;diff=27579"/>
		<updated>2018-06-17T12:54:56Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p4.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p3.jpg&amp;diff=27578</id>
		<title>File:Oni Comic Issue 0 p3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p3.jpg&amp;diff=27578"/>
		<updated>2018-06-17T12:54:08Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p3.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p2.jpg&amp;diff=27577</id>
		<title>File:Oni Comic Issue 0 p2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p2.jpg&amp;diff=27577"/>
		<updated>2018-06-17T12:53:19Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p2.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p1.jpg&amp;diff=27576</id>
		<title>File:Oni Comic Issue 0 p1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_p1.jpg&amp;diff=27576"/>
		<updated>2018-06-17T12:52:37Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 p1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dark Horse comic issue 0]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_Cover.jpg&amp;diff=27575</id>
		<title>File:Oni Comic Issue 0 Cover.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_Cover.jpg&amp;diff=27575"/>
		<updated>2018-06-17T12:10:11Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 Cover.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Mirrored from Dark Horse Comics site&lt;br /&gt;
:[http://images.darkhorse.com/covers/300/o/oni0.jpg original location]&lt;br /&gt;
&lt;br /&gt;
;[[:File:Sliding_kon_pis_and_glass.jpg|Original, larger version]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Horse comic issue 0]][[Category:Art by Lorraine]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_Cover.jpg&amp;diff=27574</id>
		<title>File:Oni Comic Issue 0 Cover.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_Cover.jpg&amp;diff=27574"/>
		<updated>2018-06-17T12:08:53Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 Cover.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Mirrored from Dark Horse Comics site&lt;br /&gt;
:[http://images.darkhorse.com/covers/300/o/oni0.jpg original location]&lt;br /&gt;
&lt;br /&gt;
;[[:File:Sliding_kon_pis_and_glass.jpg|Original, larger version]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Horse comic issue 0]][[Category:Art by Lorraine]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_Cover.jpg&amp;diff=27573</id>
		<title>File:Oni Comic Issue 0 Cover.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=File:Oni_Comic_Issue_0_Cover.jpg&amp;diff=27573"/>
		<updated>2018-06-17T11:55:17Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Rewqty uploaded a new version of File:Oni Comic Issue 0 Cover.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Mirrored from Dark Horse Comics site&lt;br /&gt;
:[http://images.darkhorse.com/covers/300/o/oni0.jpg original location]&lt;br /&gt;
&lt;br /&gt;
;[[:File:Sliding_kon_pis_and_glass.jpg|Original, larger version]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Horse comic issue 0]][[Category:Art by Lorraine]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=User_talk:Neo/Archive1&amp;diff=18002</id>
		<title>User talk:Neo/Archive1</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=User_talk:Neo/Archive1&amp;diff=18002"/>
		<updated>2011-05-18T02:22:43Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: /* Finding decrease */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Hi Neo,&lt;br /&gt;
:We ([[User:Geyser|geyser]] and [[User:Admin|Alloc]]) are positively impressed by your recent contributions to the &amp;quot;OBD&amp;quot; knowledge database. Wow.&lt;br /&gt;
:What kind of activity (professional, Oni-related) has led you to such expertise? What tools do you use to analyse Oni?&lt;br /&gt;
:[[OBD:OUP|OUP]] could use some expert OBD knowledge right now: we&#039;d like to produce a fully functional release Soon(TM).&lt;br /&gt;
:Would you consider private dialogue with us (mail, ICQ)? (about [[OBD:TXMP|TXMP]] and recurrent data types)&lt;br /&gt;
::[[User:Geyser|geyser]] 03:09, 6 March 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Hi guys,&lt;br /&gt;
:What&#039;s so much to be impressed, I just added some matrices here and there (mostly) ! :)&lt;br /&gt;
:I&#039;ve been digging through Oni binary files for some time now (I think it was the summer of 2002 when I opened a dat file in a hex editor out of curiosity and when I saw all this TXMP, PNTA, IDXA, M3GM etc. stuff I thought that maybe I can get something out of this binary format). While I&#039;m not a game developer I have a bit of a passion for 3D stuff so I learned a bit of Open GL and a bit more of Direct 3D so I&#039;m quite familiar with transforms, quaternions, textures etc.&lt;br /&gt;
:As for used tools: much like anyone else I think. A hex editor, Excel for some things, SQL Server (database) for some others, Visual Studio (while it&#039;s file hex editor is quite dull it has a cool memory view in debug mode (you can set the number of displayed columns and the data type to display (integer/float, decimal/hexadecimal, 1/2/4 bytes). Obviously since this was in debug mode I had a program that loaded the DAT file into memory and where I could select a &amp;quot;file&amp;quot; (for various reasons I happened to call them &amp;quot;resources&amp;quot;). In addition I sometimes used a disasembler (home made, don&#039;t ask what it is) to stare at some things inside the executable :). Last but not least I have a &amp;quot;viewer&amp;quot; for a bunch of things from Oni (texures, 3D models, animations, environment). Good to test things like what I added to OBAN and OBOA file formats.&lt;br /&gt;
:As for mail/messenger (MSN or Yahoo) I guess it&#039;s OK but I don&#039;t feel like posting my mail address in here, it&#039;s a public place... any ideas ?&lt;br /&gt;
:;Neo&lt;br /&gt;
:OK, we won&#039;t ask you about your home-made disassembler ^^, but the &#039;&#039;viewer&#039;&#039; definitely sounds nice.&lt;br /&gt;
:Viewers (and exporters/importers) for things other than TXMP is what [[OBD:OUP|OUP]] currently lacks.&lt;br /&gt;
:Needless to say, we&#039;d like to see those (is it C/C++?) and with any luck integrate them with OUP... ^^&lt;br /&gt;
:As for contact, &#039;&#039;our&#039;&#039; coordinates are available (just click our sigs). My YIM alias is &#039;&#039;&#039;serguei_mechkov&#039;&#039;&#039;.&lt;br /&gt;
::[[User:Geyser|geyser]] 02:53, 7 March 2007 (CET)&lt;br /&gt;
:I only have a few more doubts about the TXMP format. Will experiment a little tomorrow night.&lt;br /&gt;
::[[User:Geyser|geyser]] 02:53, 7 March 2007 (CET)&lt;br /&gt;
:Your homemade tools remind me of someone from the previous {{OCF}}... Have we met? ^^&lt;br /&gt;
::[[User:Geyser|geyser]] 02:53, 7 March 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Nope, we had not met before. As for viewer I intend to make it available but not right now, I kept doing experiments with it for the last 2 weeks or so and the whole source looks like after a war. The current one is written in C#, I also have one that is written in C++ but it has not been updated in a while so it lacks/gets wrong some things. I&#039;ll add you to my YIM list and you can ask for more details there, I&#039;m not familiar with this wiki stuff to write too much... :) [[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve tried to run your Onibrowser several times, but I&#039;ve failed. The test system is a laptop with WinXp + SP2, .NET 2.0 and XNA 1.0. When I doubleclick on the exe the harddisk makes only some noise for some seconds. That&#039;s it. Nothing else happens. No error message, no window. Nothing. Any idea what&#039;s wrong?&lt;br /&gt;
&lt;br /&gt;
Can you add some code to the vtuneapi.dll that draws the trigger volumes (volume color: red, opacity: 10%)?&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 12:40, 22 December 2007 (CET)&lt;br /&gt;
1. Hmm, that&#039;s unusual. Things to check:&lt;br /&gt;
- make sure you run it from the local disk and not from a network share&lt;br /&gt;
- make sure you have the correct xna version installed. The latest OniBrowser uses this&lt;br /&gt;
[[http://www.microsoft.com/downloads/details.aspx?FamilyID=a7da4763-6807-4bd5-8d18-18c60c437f93&amp;amp;DisplayLang=en|XNA Framework 1.0 Refresh]]. Previously there was another 1.0 version (without Refresh in title) but that was removed from download.&lt;br /&gt;
- update DirectX &lt;br /&gt;
&lt;br /&gt;
If nothing works take a look in the event viewer, maybe there is something about failing to start (go to Control Panel, Administrative Tools, Event Viewer, Application Log). &lt;br /&gt;
&lt;br /&gt;
2. I suppose it is possible but I&#039;m not sure what it takes. Besides, I already did this for OniBrowser so I&#039;ll try to post a new version of OniBrowser one of these days.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
The DirectX update was helpful. Now it works. Thank you. &lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 14:45, 23 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
2 again. Here&#039;s an updated [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniBrowser.zip OniBrowser] that shows trigger volumes, flags and sounds. You need to upgrade to [http://www.microsoft.com/downloads/details.aspx?FamilyID=15fb9169-4a25-4dca-bf40-9c497568f102&amp;amp;DisplayLang=en XNA 2.0].&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Does not work. I&#039;ve installed XNA 2.0 but nothing happened. Again no error message and no window. The strange thing is that the &amp;quot;old&amp;quot; version of OniBrowser doesn&#039;t work with XNA 2.0 too. It needs XNA 1.0. So any ideas what&#039;s wrong with the current OniBrowser version?&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 15:50, 3 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Oops... I forgot a file. Please [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniBrowser.zip redownload]&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t work either. Same result as above. The &amp;quot;old&amp;quot; version has a XPtheme.dll. Maybe that&#039;s the problem? (I&#039;ve copied it to the folder with the current version but no success.)&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 17:36, 3 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
I&#039;m out of ideas. The last zip missed Oni.Files.dll so check if you got it now. XPTheme.dll is old, not needed anymore. Try to take a look in the event viewer for an error about Oni.Browser.exe.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
The event viewer gaves  me an error message: &amp;quot;Couldn&#039;t find Microsoft.VC80.CRT&amp;quot;. I&#039;ve googled a bit and it looks like a general problem for Vuisal C/C++ programs. So please search the net for &amp;quot;VC80.CRT&amp;quot; to solve this problem. (Microsoft MSDN help: http://msdn2.microsoft.com/en-us/library/ms235342(vs.80).aspx )&lt;br /&gt;
&lt;br /&gt;
I&#039;ve installed the &amp;quot;Microsoft Visual C++ 2005 Redistributable Package (x86)&amp;quot; (http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&amp;amp;displaylang=en ) but it didn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 22:00, 3 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Stupid me, I tend to forget that XNA is actually written in C++ and it needs that. Now the only problem is that you need the [http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&amp;amp;displaylang=en SP1 C++ redist]. You were close :) .&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Hooray. It works. Thank you. And yes, I was really close. It was a fifty-fifty chance and I chose the wrong. As usual. (Grrrr... Murphy... just you wait!)&lt;br /&gt;
&lt;br /&gt;
I would like to take screenshots as in Oni (screenshot+number.bmp). Do you think you can add such a feature? And can you make your program run in real fullscreen?&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 02:27, 4 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Is there a way to switch the visibility of the flags/sounds/tvs on/off in general and separate?&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 02:35, 4 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
oh, a new version - gonna check it out&lt;br /&gt;
&lt;br /&gt;
[[User:Kuchumovn|Kuchumovn]] 11:31, 4 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
*screenshots - I think I can add such a thing but isn&#039;t pressing Print Screen key enough?&lt;br /&gt;
*fullscreen - ha ha... old versions did that, I think I can restore that functionality easily.&lt;br /&gt;
*flag/sounds/tvs visibility - not yet, wanting to do it this weekend&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
*screenshots: I would like to create an overview of all TVs. It&#039;s not very handy to do that with the Print Screen key. That&#039;s why I&#039;ve asked for a screenshot-shortcut.&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 18:22, 4 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Updated [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniBrowser.zip OniBrowser]&lt;br /&gt;
&lt;br /&gt;
* fullscreen - F11 key&lt;br /&gt;
* screenshot - F12 key&lt;br /&gt;
* toggle flags visibility - F5&lt;br /&gt;
* toggle sounds visibility - F6&lt;br /&gt;
* toggle trigger volumes visibility - F7&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Coooooooool... thank you very much.&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 20:49, 5 January 2008 (CET)&lt;br /&gt;
:&amp;quot;screenshots: I would like to create an overview of all TVs&amp;quot;&lt;br /&gt;
:What&#039;s the point of creating an overview if we&#039;ll edit them?&lt;br /&gt;
:I mean, TVs are about the first thing we&#039;ll hack Very Soon.&lt;br /&gt;
::[[User:Geyser|geyser]] 23:23, 5 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Maybe there&#039;re people out there who like to create scripts for the original game?&lt;br /&gt;
&lt;br /&gt;
Btw: Very Soon (TM)? Is that the same soon as [http://geyser.oni2.net this]? :p&lt;br /&gt;
&lt;br /&gt;
[[User:Ssg|Ssg]] 02:23, 6 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:@ VerySoon(TM): I suppose you haven&#039;t tried the Edition?&lt;br /&gt;
::The COMING SOON thing is more like an inside joke now.&lt;br /&gt;
:::I don&#039;t know why I didn&#039;t remove the index.php page ^_^&lt;br /&gt;
:The original TVs are quite unusable for custom logic.&lt;br /&gt;
::There are partial workarounds, but it&#039;s still a pain.&lt;br /&gt;
:::The future belongs to custom-matched TVs and scripts.&lt;br /&gt;
:But it&#039;s OK if you want to do the overview, of course.&lt;br /&gt;
::Maybe it will help people get familiar with TV setup.&lt;br /&gt;
:And &#039;&#039;then&#039;&#039; maybe they&#039;ll start modding BINA, who knows?&lt;br /&gt;
::[[User:Geyser|geyser]] 21:27, 6 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:hi, Neo&lt;br /&gt;
:while porting your TRAM viewing code i noticed that there is some kind of jitter in model animations (for example look at barabas&#039; rocket animation (level 0) - feet are some kind of jittering)&lt;br /&gt;
:also you use LERP method in your code&lt;br /&gt;
:i haven&#039;t found it in the internet, but i found SLERP - i guess it is the same&lt;br /&gt;
:so, do you have any ideas why do animations jitter?&lt;br /&gt;
:or am i just paranoiac?&lt;br /&gt;
::[[User:Kuchumovn|Kuchumovn]] 11:02, 9 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
jitter: no idea, I don&#039;t see anything wrong with that animation&lt;br /&gt;
&lt;br /&gt;
quaternion:&lt;br /&gt;
*lerp = linear interpolation in a 4D space&lt;br /&gt;
*slerp = linear interpolation on a sphere&lt;br /&gt;
They are not the same mathematically but I didn&#039;t notice &amp;quot;visual&amp;quot; differences between using one or the other. Oni uses lerp (slerp needs some trigonometric functions so it will slow down things probably) so I did the same.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
:thanks&lt;br /&gt;
::[[User:Kuchumovn|Kuchumovn]] 13:06, 9 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:about the animations jitter: [http://www.youtube.com/watch?v=NwXPqqX4mO8 youtube]&lt;br /&gt;
:i don&#039;t really care, just maybe you have encountered something like this&lt;br /&gt;
::[[User:Kuchumovn|Kuchumovn]] 22:06, 13 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Hmm... it&#039;s like I&#039;m looking at that video ten times and the tenth time I think I&#039;m seeing some jittering when he is landing. As for possible reasons, I don&#039;t know. The animation itself can have problems, there maybe a bug in the code (though I have checked it and it looks correct) or all the computations needed to get the final transform matrices combined with floating point (im)precision generate errors.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
:seems that these are calfs and arms who cause the jitter&lt;br /&gt;
:actually i haven&#039;t found a 3D math library in java, so i have grabbed different sources from the web - maybe there are some errors that cause the jitter&lt;br /&gt;
:thanks for your feedback&lt;br /&gt;
::[[User:Kuchumovn|Kuchumovn]] 00:37, 15 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Hmm... I looked at your math/animation code and I seems correct. What is the name of the animation from your video anyway?&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
:the animation in the video is &amp;quot;Muro Combat Crouch Forward&amp;quot; from level 13 - it looks correct in OniBrowser&lt;br /&gt;
:a lot of animations jitter (heavy kicks and slow punches)&lt;br /&gt;
:yesterday i&#039;ve found out that if i disable parent transformation for arms and calfs, jitter doesn&#039;t appear&lt;br /&gt;
:i&#039;m gonna test it today in more details&lt;br /&gt;
::[[User:Kuchumovn|Kuchumovn]] 13:39, 15 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:i have also just saw that there is a field &amp;quot;FPS&amp;quot;&lt;br /&gt;
:i placed it into the realTimeFrame formula, and now, i think, the resulting animation is quite appropriate, especially if you are playing a game&lt;br /&gt;
:so i think we are done - let it be an openGL_driver/video_card issue for now (so that it won&#039;t cause nightmares)&lt;br /&gt;
::[[User:Kuchumovn|Kuchumovn]] 17:45, 15 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Neo, geyser mentioned that OniSplit can export TXMP out as image files.  Can you tell me the command to do so, I would like to try it.&lt;br /&gt;
&lt;br /&gt;
Thanks EdT&lt;br /&gt;
&lt;br /&gt;
Yes, it can though currently it&#039;s a bit more complicated than it needs to be. You need first to export a .dat file to .oni files and then export images from those .oni files.&lt;br /&gt;
&lt;br /&gt;
*onisplit -export:TXMP* destination_directory_for_oni_files source_dat_file&lt;br /&gt;
*onisplit -extract:png directory_with_oni_files/TXMP* destination_directory_for_image_files&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
New OniSplit version that make extracting easier: OniSplit v0.8.8&lt;br /&gt;
&lt;br /&gt;
 onisplit -extract:png destination_directory_for_image_files source_dat_file&lt;br /&gt;
&lt;br /&gt;
TGA and DDS are also supported using -extract:tga and -extract:dds.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Neo, I got an error with the link to the latest OniSplit.&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
Oops, I ate a -. Link fixed.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Got it.&lt;br /&gt;
I now get error message with OniSplit: (I&#039;m on Mac OSX 10.4.11 using Mono project)&lt;br /&gt;
  Reading file /Oni/GameDataFolder/level0_Final.dat&lt;br /&gt;
  Exporting to /Oni/TXMPfiles&lt;br /&gt;
&lt;br /&gt;
  System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.GDIPlus ---&amp;gt;&lt;br /&gt;
  System.DllNotFoundException: /Library/Frameworks/Mono.framework/Versions/1.2.5.1/lib/libgdiplus.dylib&lt;br /&gt;
  at (wrapper managed-to-native) System.Drawing.GDIPlus:GdiplusStartup (ulong&amp;amp;,System.Drawing.GdiplusStartupInput&amp;amp;,System.Drawing.GdiplusStartupOutput&amp;amp;)&lt;br /&gt;
  at System.Drawing.GDIPlus..cctor () [0x00000] --- End of inner exception stack trace ---&lt;br /&gt;
&lt;br /&gt;
  at &amp;lt;0x00000&amp;gt; &amp;lt;unknown method&amp;gt;&lt;br /&gt;
  at System.Drawing.Bitmap..ctor (Int32 width, Int32 height, PixelFormat format) [0x00000] &lt;br /&gt;
  at System.Drawing.Bitmap..ctor (Int32 width, Int32 height, PixelFormat format) [0x00000] &lt;br /&gt;
  at (wrapper remoting-invoke-with-check) System.Drawing.Bitmap:.ctor (int,int,System.Drawing.Imaging.PixelFormat)&lt;br /&gt;
  at Oni.Files.Imaging.PngFile.Write (System.String filePath) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.ImageExporter.Export (Oni.Files.FileManager fileManager, System.String sourceFilePath, System.String outputDirPath, System.String prefix) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.ExportTextures (System.String[] args) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.Main (System.String[] args) [0x00000] &lt;br /&gt;
&lt;br /&gt;
  Unhandled Exception: System.TypeInitializationException: An exception was thrown by the type initializer for &lt;br /&gt;
  System.Drawing.GDIPlus ---&amp;gt; System.DllNotFoundException: /Library/Frameworks/Mono.framework/Versions/1.2.5.1/lib/libgdiplus.dylib&lt;br /&gt;
  at (wrapper managed-to-native) System.Drawing.GDIPlus:GdiplusStartup (ulong&amp;amp;,System.Drawing.GdiplusStartupInput&amp;amp;,System.Drawing.GdiplusStartupOutput&amp;amp;)&lt;br /&gt;
  at System.Drawing.GDIPlus..cctor () [0x00000] --- End of inner exception stack trace ---&lt;br /&gt;
&lt;br /&gt;
  at &amp;lt;0x00000&amp;gt; &amp;lt;unknown method&amp;gt;&lt;br /&gt;
  at System.Drawing.Bitmap..ctor (Int32 width, Int32 height, PixelFormat format) [0x00000] &lt;br /&gt;
  at System.Drawing.Bitmap..ctor (Int32 width, Int32 height, PixelFormat format) [0x00000] &lt;br /&gt;
  at (wrapper remoting-invoke-with-check) System.Drawing.Bitmap:.ctor (int,int,System.Drawing.Imaging.PixelFormat)&lt;br /&gt;
  at Oni.Files.Imaging.PngFile.Write (System.String filePath) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.ImageExporter.Export (Oni.Files.FileManager fileManager, System.String sourceFilePath, System.String outputDirPath, System.String prefix) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.ExportTextures (System.String[] args) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.Main (System.String[] args) [0x00000]&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
Umm... that&#039;s unexpected. I&#039;m not sure what is wrong and if I can fix it. Can you use TGA files (-extract:tga)?&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
I tried on another machine Intel Mac OSX 10.5.1&lt;br /&gt;
I can extract .png and .tga but image is scrambled, here is one example of TXMPoni_kanji_1.png&lt;br /&gt;
http://edt.oni2.net/OniSplit/TXMPoni_kanji_1.png&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
He he... it looks nice :). I forgot that Mac .dat files are different. Here&#039;s a fixed version: OniSplit v0.8.9&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Success! I can extract and view .tga versions of the TXMP, but somehow .png causes the terminal to hang.  It say exporting, but nothing happens. no error message. I waited several minutes but still nothing happens. (tga extraction is very quick) Very strange.&lt;br /&gt;
&lt;br /&gt;
I was able to add the command to an application I&#039;m making for the 7th Anniversary Edition.&lt;br /&gt;
&lt;br /&gt;
Also, do you have plans to allow importing of TXMP?&lt;br /&gt;
&lt;br /&gt;
I think that would be very useful, especially for Mac users.  Since the current programs such as OUP are not Mac compatible.  If it could be something like importing TXMPBOSS1talking.tga and then converting it to TXMPBOSS1talking.oni.&lt;br /&gt;
Then it would be a simple matter of recompiling level0 into the .dat, .raw and .sep files.&lt;br /&gt;
&lt;br /&gt;
Finally, can you tell me the list of commands in OniSplit?&lt;br /&gt;
&lt;br /&gt;
Thanks so much.&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
*PNG issue: It seems that Mono&#039;s graphics library has some problems on OS X because I can export png files from Mac .dat files using Mono on Windows without problems. I&#039;ll see what can I do about it though I don&#039;t feel like writing my own png compression code :).&lt;br /&gt;
*Importing TXMP: Yes, I&#039;m working on it.&lt;br /&gt;
*For a list of commands use the -help option: &lt;br /&gt;
 OniSplit -help&lt;br /&gt;
There are 2 additional options for -extract that are not listed. They are intended to extract M3GM and other 3D stuff to Wavefront OBJ (-extract:obj) and Collada (-extract:dae) file formats. They are not complete and they may have bugs.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry about the .png issue, Mac users can extract as .tga and edit the files.&lt;br /&gt;
I&#039;m looking forward to when we can import TXMP.&lt;br /&gt;
&lt;br /&gt;
Thanks for your great work.&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
I tried out the extract obj on a Mac and got this:&lt;br /&gt;
&lt;br /&gt;
mono onisplit.exe -extract:obj ../../OBJfiles ../../GameDataFolder/level0_Final.dat&lt;br /&gt;
Reading file /Oni/GameDataFolder/level0_Final.dat&lt;br /&gt;
Exporting to /Oni/OBJfiles&lt;br /&gt;
Illegal instruction&lt;br /&gt;
&lt;br /&gt;
Also, can you please keep me posted whenever you update OniSplit, then I can test it on the Mac for you.&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
New OniSplit version: OniSplit v0.8.10&lt;br /&gt;
&lt;br /&gt;
I did not look into that &amp;quot;illegal instruction&amp;quot; thing yet but I added a texture import option:&lt;br /&gt;
&lt;br /&gt;
 onisplit -create:txmp destination_directory [options] source_image_file&lt;br /&gt;
&lt;br /&gt;
where options can be&lt;br /&gt;
*-nouwrap - set the &amp;quot;U wrapping disabled&amp;quot; flag&lt;br /&gt;
*-nowwrap - set the &amp;quot;V wrapping disabled&amp;quot; flag&lt;br /&gt;
*-format:bgr32, -format:bgra32, -format:bgr555, -format:bgra5551, -format:bgra4444, -format:dxt1 - the texture format to generate &lt;br /&gt;
*-genmipmaps - generate mipmaps if they are not already present in the source file and if the source file is not dxt1 compressed&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 onisplit -create:txmp imported -format:dxt1 -genmipmaps tga\concrete.tga&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*I haven&#039;t seen any TXMP that use format bgra32 but it should work with Oni. Did not tested it yet.&lt;br /&gt;
*DXT1 compression is kind of lousy (lousy not lossy :)).&lt;br /&gt;
*source_image_file can be dds or tga. &amp;quot;Color indexed&amp;quot; and &amp;quot;black and white&amp;quot; tga files are not supported currently. Other image file formats (png, jpg, bmp, tif) may work depending on Mono/.NET support for them.&lt;br /&gt;
*onisplit will automatically prepend TXMP to the output file name if the source file name does not start with TXMP already.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
I will test it out as soon as I can and will report back to you.&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
I forgot to ask you about that &amp;quot;illegal instruction&amp;quot; error. Can you post the full error mesage here?&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
First test with OniSplit .8.10, I get this error message&lt;br /&gt;
&lt;br /&gt;
  mono OniSplit.exe -create:txmp  ../../ModTXMP ../../ModTXMP/TXMPBOSS1nametag.tga&lt;br /&gt;
&lt;br /&gt;
  System.IndexOutOfRangeException: Array index is out of range.&lt;br /&gt;
  at Oni.Files.Imaging.Color.WriteBgra32 (Color color, System.Byte[] data, Int32 index) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.Surface.SetPixel (Int32 x, Int32 y, Color color) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.TgaReader.LoadRleTrueColor (Oni.Files.Imaging.TgaHeader header, System.IO.BinaryReader reader) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.TgaReader.Read (System.String filePath) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.TextureImporter.LoadImage (System.String filePath) [0x00000] &lt;br /&gt;
  at Oni.Files.Imaging.TextureImporter.Import (System.String filePath, System.String outputDirPath) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.CreateTexture (System.String[] args) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.Main (System.String[] args) [0x00000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even when I add the options such as -format:dxt1 I still get the same message.&lt;br /&gt;
&lt;br /&gt;
Now for the .obj:&lt;br /&gt;
&lt;br /&gt;
  mono onisplit.exe -extract:obj ../../OBJfiles ../../GameDataFolder/level0_Final.dat&lt;br /&gt;
&lt;br /&gt;
  Reading file /Oni/GameDataFolder/level0_Final.dat&lt;br /&gt;
  Exporting 26 instances to /Oni/OBJfiles&lt;br /&gt;
  Illegal instruction&lt;br /&gt;
&lt;br /&gt;
The terminal just ends with the words &amp;quot;Illegal instruction&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
TGA fixed: OniSplit v0.8.11&lt;br /&gt;
Stupid me, I did y-- instead of y++ :).&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
It sort of works.  The TXMP comes out reversed horizontally and vertically.&lt;br /&gt;
It seems that the new image has to be the same size as original, otherwise I get a gray TXMP.&lt;br /&gt;
&lt;br /&gt;
Also, if possible, can you include a command that will convert a single TMPX .oni file into a .tga?&lt;br /&gt;
Currently, I have to create new TXMP.oni file then put it in the level0 folder, then recompile level0 and then either play the game or again extract TXMP to see the result.&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
*As far as I know it can convert a single .oni file to .tga. Did you tried?&lt;br /&gt;
*Reversed both horizontally and vertically? I think it&#039;s only vertically. I&#039;ll fix that.&lt;br /&gt;
*Gray TXMP: I&#039;m not sure what&#039;s happening. One thing to check is if the width and height of image are a power of 2. Non power of 2 texture dimensions may result in problems either in OniSplit or Oni.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Maybe I responded too quickly the last time. :-)&lt;br /&gt;
&lt;br /&gt;
You&#039;re right, I tried this command and it works:&lt;br /&gt;
mono onisplit.exe -extract:tga ../../ModTXMP/test ../../ModTXMP/TXMPBOSS2face.oni&lt;br /&gt;
&lt;br /&gt;
Sorry, it was only flipped vertically when viewed in the game. &lt;br /&gt;
&lt;br /&gt;
Finally, I tried again with 256x256 to replace 64x64 and this time it worked.  Not sure why I got the gray TXMP last time.&lt;br /&gt;
&lt;br /&gt;
Being able to create TXMP in OniSplit is great! Thank you!&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
I think I fixed the flipping: OniSplit v0.8.12&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
It works. See this screenshot:&lt;br /&gt;
http://oni.bungie.org/community/forum/attachment.php?item=209&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Another question, is it possible to create TXMPs from a directory of image files?&lt;br /&gt;
Like a batch process of the image files, or should I work on a script to do the batch processing?&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Yes, you can specify multiple input files on the command line:&lt;br /&gt;
  onisplit -create:txmp output_dir image_dir\ex1.tga image_dir\ex2.tga&lt;br /&gt;
or you can use wildcards:&lt;br /&gt;
  onisplit -create:txmp output_dir image_dir\*.tga&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Awesome, the wildcard version is what I needed!.&lt;br /&gt;
&lt;br /&gt;
Many thanks.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
I found a bug when extracting TXMP with Alpha channels. See the following screenshots:&lt;br /&gt;
&lt;br /&gt;
http://edt.oni2.net/OniSplit/TXMPKS2.jpg&lt;br /&gt;
&lt;br /&gt;
I did not modify the files at all, I first extracted them as .tga files, then created new .oni files from the extracted .tgas.&lt;br /&gt;
&lt;br /&gt;
Here are the extracted face and chestpack files:&lt;br /&gt;
&lt;br /&gt;
http://edt.oni2.net/OniSplit/TXMPFKS_face.tga&lt;br /&gt;
&lt;br /&gt;
http://edt.oni2.net/OniSplit/TXMPFKS_chestpack.tga&lt;br /&gt;
&lt;br /&gt;
I hope you can fix this bug.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
That&#039;s not a bug, alpha channel is exported correctly. What happens there is that those TXMPs have an environment map and currenly OniSplit has no option to add a environment map when creating the TXMP. The only solution I see is to add an option like &amp;quot;-env:env_txmp_name&amp;quot; to allow you to specify one. Of course the problem remains how do you know when you need an env map and how that option works with something like batch processing so opinions are welcome.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Thank you for explaining the situation to me.&lt;br /&gt;
&lt;br /&gt;
Please add the option for the environment map.&lt;br /&gt;
&lt;br /&gt;
I can think of a couple of ways to handle when an env map is needed. If Onisplit when first extracting the TXMP can flag the file having an env map, perhaps making the name TXMP7...&lt;br /&gt;
then when creating the TXMP, the user or program can run the command with the env map option.&lt;br /&gt;
&lt;br /&gt;
The other way is trial and error, if the TXMP comes out wrong, like above, then the user needs to use the env map option.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New OniSplit version: OniSplit v0.8.13&lt;br /&gt;
&lt;br /&gt;
Envmap problem: for now I added an &amp;quot;-envmap&amp;quot; option through which the name of the env map texture can be specified:&lt;br /&gt;
&lt;br /&gt;
 onisplit -create:txmp dest_dir -genmipmaps -envmap:envksface TXMPIteration%2FKS_face.tga&lt;br /&gt;
&lt;br /&gt;
I&#039;ll try to figure out a better way to do it. Storing texture options in a tga file seems possible but I&#039;m not sure if editing tools preserve that information.&lt;br /&gt;
&lt;br /&gt;
The envmap name can have the TXMP prefix but it is not required, it is added automatically if missing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Export/Import for Wavefront OBJ files:&lt;br /&gt;
&lt;br /&gt;
*Named M3GMs and (unfortunately unnamed) M3GM contained in ONWC files can be exported to obj file format:&lt;br /&gt;
  onisplit -extract:obj dest_dir M3GMnotfound.oni&lt;br /&gt;
  onisplit -extract:obj dest_dir ONWCw1_tap.oni&lt;br /&gt;
Or for greedy :) people:&lt;br /&gt;
  onisplit -extract:obj dest_dir level0_Final.dat&lt;br /&gt;
&lt;br /&gt;
*Importing obj files:&lt;br /&gt;
  onisplit -create:m3gm dest_dir TCTF_Shotgun.obj&lt;br /&gt;
&lt;br /&gt;
For importing obj files the obj file must only contain triangles so when exporting a model from a 3D design tool it needs to be triangulated. If the obj file uses more than one texture then only one will be taken into consideration. If the obj file does not contain a texture or someone wants to use a different one then the texture name to be used can be specified with -tex option:&lt;br /&gt;
&lt;br /&gt;
 onisplit -create:m3gm dest_dir -tex:TCTF_Shotgun TCTF_Shotgun.obj&lt;br /&gt;
&lt;br /&gt;
Just like in -envmap option case the texture name can start with TXMP but it is not required.&lt;br /&gt;
&lt;br /&gt;
Note that in both -envmap and -tex cases a .oni file is not created for the specified texture. The .oni file for that texture must be create separatly.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
I have a question, how and where would I find the name of the env map that is used for a TXMP?&lt;br /&gt;
For example, you stated &amp;quot;-envmap:envksface TXMPIteration%2FKS_face.tga&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Finally, could I post on Oni Central Forum, whenever, a new OniSplit is released along with the information you provide?&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Hmm... you have a good question :). One way that comes to mind is a hidden option of OniSplit:&lt;br /&gt;
 &lt;br /&gt;
  onisplit -dump TXMPIteration001%2FKS_face.oni&lt;br /&gt;
&lt;br /&gt;
This will print something like:&lt;br /&gt;
&lt;br /&gt;
 TXMPIteration001/KS_face:TXMPInstance {&lt;br /&gt;
        TextureName:&amp;quot;Iteration001/KS_face&amp;quot;&lt;br /&gt;
        Flags:4609&lt;br /&gt;
        Width:128&lt;br /&gt;
        Height:128&lt;br /&gt;
        Format:0&lt;br /&gt;
        Animation:null&lt;br /&gt;
        EnvMap:&amp;quot;TXMPenvksface&amp;quot;&lt;br /&gt;
        DataOffset:32&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
As for posting on Oni Central Forum I have nothing against it. Though I should do it myself probably but I don&#039;t have an account in there and I have yet to decide if I&#039;ll create one.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
----&lt;br /&gt;
:The easiest way to find the envmap texture is to open the .oni file in binary.&lt;br /&gt;
:At the end of the &amp;quot;dat&amp;quot; part (before the &amp;quot;raw&amp;quot; bitmap data) will be the names.&lt;br /&gt;
:For a TXMP without an envmap, there will be only the name of the TXMP itself.&lt;br /&gt;
:For an envmapped TXMP, there will be an extra name - that of the envmap TXMP.&lt;br /&gt;
::[[User:Geyser|geyser]] 22:35, 4 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is interesting, I did the -dump as you stated and this is what I got:&lt;br /&gt;
&lt;br /&gt;
TXMPIteration001/KS_face:TXMPInstance {&lt;br /&gt;
	TextureName:&amp;quot;Iteration001/KS_face&amp;quot;&lt;br /&gt;
	Flags:4097&lt;br /&gt;
	Width:128&lt;br /&gt;
	Height:128&lt;br /&gt;
	Format:8&lt;br /&gt;
	Animation:null&lt;br /&gt;
	EnvMap:null&lt;br /&gt;
	DataOffset:32&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
In the Mac version, I don&#039;t have a EnvMap.  I also looked at the file with a hex editor and there was no envmap name.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Hmm... I checked with an Mac Oni file I have and the env maps are there. Are you sure you aren&#039;t using .oni files that you created previously (without an envmap)?&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Hangs head in shame...  &lt;br /&gt;
&lt;br /&gt;
Now I created new .oni files and the envmap is there.  So I tried again to import face and chestpack, all I did was increase the size to 256x256 but now this occurs:&lt;br /&gt;
&lt;br /&gt;
http://edt.oni2.net/OniSplit/whiteface.jpg&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
----&lt;br /&gt;
:When in doubt, provide the .oni files you generated, and maybe the source TGA and the exact command-line call you used.&lt;br /&gt;
:Exhaustive information makes support more straightforward, and in any case it&#039;s better than hanging your head in shame.&lt;br /&gt;
::03:11, 5 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
I was hanging my head in shame because I was looking at the old .oni files for the envmap info :-)&lt;br /&gt;
&lt;br /&gt;
Here the link to the .tga files, the converted .oni files and the commands I used to generate them&lt;br /&gt;
http://edt.oni2.net/OniSplit/TXMPenvmap.zip&lt;br /&gt;
&lt;br /&gt;
Thanks for looking into this.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
He he... nice icy Konoko you got in there :). It turns out that Oni does not support Bgra32 format after all so you need to specify -format:bgra4444 (or -format:bgra5551) on the command line when using textures with an alpha channel. &lt;br /&gt;
&lt;br /&gt;
To make things simpler here&#039;s a new version: OniSplit v0.8.14. It automatically switches to bgra4444 if the input texture is bgra32. One can still specify bgra5551 if needed. In addition to this I fixed a bug that caused bad mipmap generation for textures with alpha channel.&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
On a second thought: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit_v0.8.15.zip OniSplit v0.8.15]. The TGA files I export are always in Bgra32 format so this means they will always be autoconverted to Bgra4444 which is not ideal. Also detecting if a TGA file has an alpha channel or not is not very reliable.&lt;br /&gt;
&lt;br /&gt;
The end result is that one needs to specify a texture format when creating TXMP files no matter what. That is:&lt;br /&gt;
&lt;br /&gt;
*bgr555 (or dxt1) for most of the stuff &lt;br /&gt;
*bgr32 for skyboxes&lt;br /&gt;
*bgra4444 for transparent/reflective stuff (in a couple of places bgra5551 is used but probably it&#039;s not big deal if bgra4444 is used instead)&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
Success!!!! No more icy Konoko! We have reflectivity!&lt;br /&gt;
&lt;br /&gt;
Thank you so much!&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Neo, just wanted you to know the latest version of OniSplit works on the Mac, I can extract ONCC files!  That&#039;s awesome, thanks.&lt;br /&gt;
I&#039;m sure soon you&#039;ll have the create or import ONCC working too!&lt;br /&gt;
Also, the OBJ viewer works on Intel Macs, but it seems not on older Macs.  Not sure if its an OS issue or hardware issue.&lt;br /&gt;
&lt;br /&gt;
Neo, I was trying to import the delorean.obj that geyser made, but got the following error:&lt;br /&gt;
&lt;br /&gt;
  mono onisplit.exe -create:m3gm test  delorean.obj&lt;br /&gt;
  System.ArgumentOutOfRangeException: Argument is out of range.&lt;br /&gt;
  Parameter name: index&lt;br /&gt;
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 ) [0x00000] &lt;br /&gt;
  at Oni.Files.Geometry.ObjFile.ReadVertices (System.String[] tokens) [0x00000] &lt;br /&gt;
  at Oni.Files.Geometry.ObjFile.ReadFace (System.String[] tokens) [0x00000] &lt;br /&gt;
  at Oni.Files.Geometry.ObjFile.ReadObjFile (System.IO.TextReader reader) [0x00000] &lt;br /&gt;
  at Oni.Files.Geometry.ObjFile.FromFile (System.String filePath) [0x00000] &lt;br /&gt;
  at Oni.Files.Geometry.GeometryImporter.Import (System.String filePath, System.String outputDirPath) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.CreateGeometry (System.String[] args) [0x00000] &lt;br /&gt;
  at Oni.Files.Program.Main (System.String[] args) [0x00000] &lt;br /&gt;
&lt;br /&gt;
EDIT: False alarm, geyser just informed me the delorean was not triangulated.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
:Re:false alarm; actually it &#039;&#039;is&#039;&#039; triangulated, but it uses negative indices ;) :P&lt;br /&gt;
::[[User:Geyser|geyser]] 05:06, 4 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can someone pass me a link to that file so I can test?&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
:Yeah, sorry. Here: http://geyser.oni2.net/edition/vehicles/delorean.zip&lt;br /&gt;
:It&#039;s not quite the original OBJ: I deleted the interior and camera path.&lt;br /&gt;
:But other than that it&#039;s the original thing that used minuses, not me.&lt;br /&gt;
::[[User:Geyser|geyser]] 18:05, 4 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Fixed: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit_v0.8.18.zip OniSplit v0.8.18]&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
The update works! Thanks&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Neo,&lt;br /&gt;
&lt;br /&gt;
How have you been?  Any recent updates to OniSplit?&lt;br /&gt;
&lt;br /&gt;
I have a request, when extracting OBJ, can you include TXMP in the file name for the tga files.&lt;br /&gt;
Thank you.&lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
Sheesh... I haven&#039;t checked this page in a while. Sorry.&lt;br /&gt;
&lt;br /&gt;
Just yesterday I created the first TRBS files from Collada files. I still have some bugs to fix but I&#039;ll get it working one of these days.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure I understand your request about OBJ/TXMP/TGA. Can you please clarify?&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
That&#039;s great news... soon we&#039;ll be able to import new content into Oni.&lt;br /&gt;
&lt;br /&gt;
Sorry, if I was not clear, when extracting an OBJ like Konoko, the exported .tga files are named &amp;quot;Iteration001_KS_chestpack.tga&amp;quot;, &amp;quot;Iteration001_KS_wrist.tga&amp;quot; and so on.  However, my request is that the exported .tga files be named starting with TXMP such as &amp;quot;TXMPIteration001_KS_chestpack.tga&amp;quot;.  Its just easier to work with and it will be consistent in the naming of the files with the command to extract all the TXMPs.&lt;br /&gt;
&lt;br /&gt;
Thanks, &lt;br /&gt;
&lt;br /&gt;
EdT&lt;br /&gt;
&lt;br /&gt;
OK, I&#039;ll do that. The original plan was to make things &amp;quot;simpler&amp;quot; but I guess it&#039;s better to keep them &amp;quot;consistent&amp;quot; after all :).&lt;br /&gt;
&lt;br /&gt;
[[User:Neo|Neo]]&lt;br /&gt;
&lt;br /&gt;
== Finding decrease ==&lt;br /&gt;
&lt;br /&gt;
Finding decrease http://www.westwoodloja.com/vivienne-westwood-pulseiras.html price something on the http://www.westwoodloja.com/genuino-vivienne-westwood.html internet or offline could be considered a hard job occasionally in situation you are not specific in which to look. in situation you are not http://www.westwoodloja.com/vivienne-westwood-abotoaduras.html mindful of in which to locate terrific genuine special ed hardy Hardy merchandise, then allow me support you with some ideas that you just can start attempting to http://www.westwoodloja.com/vivienne-westwood-encantos.html uncover yourself. I will go much more than recommendations on how to begin looking on the http://www.westwoodloja.com/vivienne-westwood-broches.html internet for offline places as well.&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=User_talk:Paradox-01/Archive1&amp;diff=18001</id>
		<title>User talk:Paradox-01/Archive1</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=User_talk:Paradox-01/Archive1&amp;diff=18001"/>
		<updated>2011-05-18T02:21:32Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: /* You can */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New art by Guido===&lt;br /&gt;
I would suggest you to have a look at my oni2.net section. I am pretty sure you have missed something ^ ^ ([[User:Guido]])&lt;br /&gt;
&lt;br /&gt;
:Oh man! You are always good in surprises! I&#039;m going to add this. Let me know when you make more of it. I&#039;m addicted to your art. xD&lt;br /&gt;
:[[User:Paradox-01|Paradox-01]] 15:31, 19 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Translations issues===&lt;br /&gt;
Hi Paradox! Been a little while since we talked. I have images from Harry to upload (Fan art), but I have to see if they&#039;re new or if any are already up on the wiki somewhere. A project for next week, I think. Anyway, here&#039;s my question: I see you have a lot of writing in the Restless Souls section. Some of it is in English, but a lot of the material is &#039;&#039;sprachen en sie Deutsche&#039;&#039;! This much foreign language frightens my narrow American brain. Anyway, it would be nice for English speakers (who don&#039;t know German) to be able to read it (like me!), but it&#039;s a lot of text and I don&#039;t want to ask you to rewrite it. May I run it through Babelfish (and clean it up, since Babelfish is far from perfect) and then post it somewhere like Restless Souls/TechnologyEN (for the English version of the Technology page)? The translation won&#039;t be great, but it will work. Also, I see you have an orphaned page called &amp;quot;Gapfilling&amp;quot; with some interesting material in English -- emails between Harry and someone at Bungie. Where is that from? It would be nice to incorporate those emails into the wiki somewhere.&lt;br /&gt;
&lt;br /&gt;
P.S.: Is &amp;quot;ikimas&amp;quot; the same Japanese word I&#039;m thinking of? As in, Amuro Ray? --[[User:Iritscen|Iritscen]] 20:52, 15 February 2008 (CET)&lt;br /&gt;
:I watched only Gundam SEED and Gundam SEED Destiny where Kira Yamato says &amp;quot;ikimas&amp;quot; alot. According to wikipedia articles I think it&#039;s more or less a remake of various gundam series, so Kira could be influenced by the character of Amuro Ray...&lt;br /&gt;
:[[User:Paradox-01|Paradox-01]] 00:24, 16 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
@ Fan Art: so Harry gave you them (finally). I have wonder some time but wasn&#039;t in mood to ask... However, it&#039;s good you can complete  the section; cheers.&lt;br /&gt;
&lt;br /&gt;
@ RS: The reasons why RS isn&#039;t translated yet: it was a spontaneous porting from my old site (much stuff), the material is still &amp;quot;work in progress&amp;quot; and I am still a bad translator. - After a talk with geyser a little age ago: The plan was to translate little sections while improving them (working more out, improves concepts/theories) and write the stuff onto original pages. (For example: putting the RS SLD section in &amp;quot;add value&amp;quot; or &amp;quot;speculation&amp;quot; of the original SLD page. No need for for extra pages like &amp;quot;TechnologieEN&amp;quot;.) But we all had other priorities. - Now: well .. or damn it  .. I&#039;ve less free time these days but I want &#039;&#039;to do something about the nightmare&#039;&#039;. Tell me a section of your interest and I will try to improve it and maybe even translate. For a bigger number of sections you will need Babelfish, hm right. In this case more English speaking wiki user can jump by, read and discussing the stuff; and this might be good .. in the spirit of a wiki ..&lt;br /&gt;
&lt;br /&gt;
@ quotes: Ahm.. there&#039;s not much material.&lt;br /&gt;
&lt;br /&gt;
:http://carnage.bungie.org/oniforum/oni.forum.pl?read=19468 (http://wiki.oni2.net/User:Paradox-01/quotes_chef_1)&lt;br /&gt;
:http://forums.bungie.org/oni/archive.pl?read=15104&lt;br /&gt;
&lt;br /&gt;
note about influences:&lt;br /&gt;
:http://forums.bungie.org/oni/archive.pl?read=4618&lt;br /&gt;
&lt;br /&gt;
search page (somehow defunct):&lt;br /&gt;
:http://forums.bungie.org/oni/archive.pl?&lt;br /&gt;
&lt;br /&gt;
two more pages (with undocumented sources, cannot find them again):&lt;br /&gt;
:http://wiki.oni2.net/User:Paradox-01/quotes_clearfy&lt;br /&gt;
:http://wiki.oni2.net/User:Paradox-01/quotes_old_questions&lt;br /&gt;
&lt;br /&gt;
:[[User:Paradox-01|Paradox-01]] 00:24, 16 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Interesting. Thanks for the links. Sorry for such a long delay in responding, but it&#039;s hard to say what should be translated first, since I can&#039;t read any of it... maybe the sections where you comment on the quotes of the emails. There&#039;s at least one page where you have those emails in English, but your commentary is in German; it would be nice to be able to read that part.&lt;br /&gt;
&lt;br /&gt;
Perhaps I can run your pages through Babelfish, and we&#039;ll see if the translation is even slightly acceptable. Then you can simply alter the wording a little if it&#039;s not correct. It could save you a lot of typing if you can start from there. I don&#039;t want to mess with your pages, so I will post the translation somewhere nearby. --[[User:Iritscen|Iritscen]] 15:55, 21 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:Okay, I just can&#039;t do it.  Check this out:&lt;br /&gt;
::&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Herkunft und Alter von Barabas, so wie bei vielen anderen Charakteren, zu bestimmen, gleicht Kaffeesätze zu lesen - dies wird nochmals durch sein Mutanten-Dasein erschwert... Das Beste wird wohl sein einfach ein paar Sachen festzulegen, die der gewählten Zeitlinie zumindest nicht widersprechen. Von dem was der Name hergibt, wurde im OniGalore eine nette Theorie aufgestellt mit der man Barabas&#039; Hintergrund flicken könnte. Und ganau das habe ich nun mit einem selbstgewähltem Szenario vor darstellen. (Ein grundsätzlich freien Hintergrund stelle ich jedoch auch zur Verfügung falls die erste Variante auf zu viel Kritik stößt, die man gegebenfalls nicht mehr anpassen kann.)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
becomes&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Origin and age of Barabas, as with many other characters to determine resemble coffee-corrode to read - this again by to be Mutanten existence difficult more difficult... The best will probably be simply a few things to specify, which do not contradict the selected zeitlinie at least. From which the name gives, became in the OniGalore a nice theory set up with which one to Barabas &#039; background repair could. And ganau I have that now with a self-chosen scenario forwards to explain. (in principle a free background make available I however also if the first variant too much criticism encounters, which one cannot adapt no more to if necessary.)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that it would be harder for you to fix that mess than to just translate your own German. Well, whenever you have time, maybe you can do a little at a time. Just so others can benefit from your ideas. I see that you wrote a LOT of material, though, so it would take a lot of time to translate. I was hoping that Babelfish would give you a headstart, but if you read what it gives me for your pages, you wouldn&#039;t even recognize it as something you wrote :-\ --[[User:Iritscen|Iritscen]] 16:39, 21 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:Nice chaos. ^_^ In German you can move around various parts of a sentence without making it non-understandable. And babelfish seems to lack this skill.&lt;br /&gt;
: &amp;gt; Well, whenever you have time, maybe you can do a little at a time.&lt;br /&gt;
:Will do that. --[[User:Paradox-01|Paradox-01]] 19:20, 21 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Babelfish is actually used for laughs sometimes because it&#039;s so bad, but I guess I was naive in thinking that it could even give you a starting point. It would take longer to fix each mistake than to write every word from scratch.&lt;br /&gt;
&lt;br /&gt;
Speaking of laughs:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Aus dem achten und neunten Band des Manga Battle Angel Alita, Last Order. (Nur um das klarzustellen: der Text handelt von Vampir-Werdung...)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
becomes&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;From the respected and ninth volume of the Manga Battle fishing rod Alita, load order. to get straight (only around: the text acts of Vampir becoming...)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fear the deadly fishing rod Alita! --[[User:Iritscen|Iritscen]] 19:37, 21 February 2008 (CET)&lt;br /&gt;
:All I can say : rofl.--[[User:Paradox-01|Paradox-01]] 16:00, 23 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===List of translated pages / sections===&lt;br /&gt;
* [[Restless_Souls/Ikimas]]&lt;br /&gt;
* [[Restless_Souls/Reconstruction/Gapfilling]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===List of (now) unused sections===&lt;br /&gt;
While translating I noticed two misplaced sections. &amp;quot;Where went all the details?&amp;quot; was actually part of &amp;quot;Griffin in a Syndicate helicopter?&amp;quot; but off-topic.&lt;br /&gt;
* [[Talk:Restless_Souls/Reconstruction/Gapfilling#Where went all the details.F3]] (contains Hardy&#039;s talk)&lt;br /&gt;
* [[Talk:Restless_Souls/Reconstruction/Gapfilling#Jamie]] (random thoughts)&lt;br /&gt;
::Paradox, you do know about this page, right? -- [[Restless_Souls/Reconstruction/Summary_of_2032]]. It is orphaned, so I just wanted to make sure you didn&#039;t forget about it. --[[User:Iritscen|Iritscen]] 20:13, 28 February 2008 (CET)&lt;br /&gt;
:::^_^ Nah, it&#039;s not orphaned but &#039;&#039;&#039;part&#039;&#039;&#039; of [[Restless_Souls/Reconstruction/Story_factors]] &#039;&#039;&#039;as&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;&amp;quot;{{:Restless_Souls/Reconstruction/Summary_of_2032}}&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::I had split material bigger than 32kb and put it into separate pages.&lt;br /&gt;
:::But thanks for keeping an eye onto redlinks and such.&lt;br /&gt;
:::--[[User:Paradox-01|Paradox-01]] 21:19, 28 February 2008 (CET)&lt;br /&gt;
::::Ah, good. Just checking. I never took the time to try to understand the structure of your Restless Souls pages. It&#039;s like you have your own little site as part of the wiki :) --[[User:Iritscen|Iritscen]] 21:54, 28 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===RS pages structure chart===&lt;br /&gt;
&lt;br /&gt;
 Restless_Souls&lt;br /&gt;
 |&lt;br /&gt;
 +--&amp;gt; various links&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Restless_Souls/Reconstruction&lt;br /&gt;
                | | |&lt;br /&gt;
                | | |&lt;br /&gt;
                | | +--&amp;gt; &amp;lt;nowiki&amp;gt;{{:Restless_Souls/Reconstruction/Gapfilling}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
                | +----&amp;gt; &amp;lt;nowiki&amp;gt;{{:Restless_Souls/Reconstruction/Global_development}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
                +------&amp;gt; &amp;lt;nowiki&amp;gt;{{:Restless_Souls/Reconstruction/Story_factors}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
                                                          |&lt;br /&gt;
                                                          +--&amp;gt; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{:Restless_Souls/Reconstruction/Summary_of_2032}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Deleted teaser===&lt;br /&gt;
:Maybe you shouldn&#039;t be deleting parts of your pages like that just because they don&#039;t seem to fit right now.&lt;br /&gt;
:Of course they&#039;re kept in the history, but maybe you could use talk pages as a temporary dump for such stuff.&lt;br /&gt;
::[[User:Geyser|geyser]] 21:06, 20 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::What did he delete? --[[User:Iritscen|Iritscen]] 15:55, 21 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::: .. draft of a (sucking) &amp;quot;message&amp;quot; article / teaser. [http://wiki.oni2.net/w/index.php?title=Restless_Souls/Ikimas&amp;amp;curid=2450&amp;amp;diff=8173&amp;amp;oldid=8068 link.] I recently felt annoyed about it. --[[User:Paradox-01|Paradox-01]] 16:17, 21 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Double images===&lt;br /&gt;
&amp;gt; OK, why the blam did you name it &amp;quot;TCTF Cracked&amp;quot;? (edit: quote from [http://wiki.oni2.net/w/index.php?title=Image:Ian_McConville_Desktop_1600.jpg&amp;amp;action=history HERE])&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s another thing you don&#039;t know yet. .. ahm .. ^_^&amp;quot;&lt;br /&gt;
 http://wiki.oni2.net/Image:TFTC_screen_smash_1600.jpg      (14. Jan 2008) by Paradox-01&lt;br /&gt;
 http://wiki.oni2.net/Image:TCTF_Cracked.jpg  (1280 x 1024) (16. Jan 2008) by Iritscen&lt;br /&gt;
 http://wiki.oni2.net/Image:Ian_McConville_Desktop_1600.jpg (21. Feb 2008) by Geyser&lt;br /&gt;
&lt;br /&gt;
:Now let&#039;s all say &amp;quot;Oops&amp;quot; in unison. Well, geyser and I, at least. Apparently I didn&#039;t see it in the Gallery (although it could have been there, I just didn&#039;t see it) and voila, wasted bandwidth. Who knows what Geyser&#039;s excuse is :)&lt;br /&gt;
:I don&#039;t know where the quote came from about &amp;quot;why the blam&amp;quot; is it named &amp;quot;TCTF Cracked&amp;quot;, but as an answer, I don&#039;t think I provided that name; it came from somewhere else.&lt;br /&gt;
:I&#039;m positive there are more duplicate images out there, but I am not looking for them until I am done with the image uploading I&#039;ll be doing in the next week. --[[User:Iritscen|Iritscen]] 19:33, 21 February 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Lorraine Art and Tutorial===&lt;br /&gt;
Where oh where did you get those high-res images of Jamie and Hasegawa? That&#039;s really cool.&lt;br /&gt;
&lt;br /&gt;
Also, and nice job carrying over the Tutorial from HTML. I just saw it for the first time. --[[User:Iritscen|Iritscen]] 16:08, 12 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:Yea, it might be one of the last big Oni secrets out there... I searched like crazy on the net but didn&#039;t found the source again. Probable not even [http://www.archive.org/web/web.php wayback] have them anymore. The images here are from a very old and incomplete back-up. ~sigh~&lt;br /&gt;
::[[User:Paradox-01|Paradox-01]] 22:00, 12 March 2008 (CET)&lt;br /&gt;
:The official Oni page on bungie.net used to have a collection of in-game art.&lt;br /&gt;
::(That&#039;s where the hi-res splashscreens and Hasegawa drawings are from)&lt;br /&gt;
:They were removed for some reason when bungie.net was redesigned.&lt;br /&gt;
::[[User:Geyser|geyser]] 22:37, 12 March 2008 (CET)&lt;br /&gt;
:Muhahahahar, I get sick. They still have them on the server but unlinked. I toyed with the URLs and viola.&lt;br /&gt;
:&amp;lt;del&amp;gt;Will upload them later, time runs out again. - Or you do it. They differ only in the numbers... ~sigh~&amp;lt;/del&amp;gt; Done.&lt;br /&gt;
::[[User:Paradox-01|Paradox-01]] 23:10, 12 March 2008 (CET)&lt;br /&gt;
:::That is &#039;&#039;awesome&#039;&#039;, Paradox, &#039;&#039;great&#039;&#039; discovery. You don&#039;t have to u/l them all right now, but have you d/led all the mission start/end/whatever screens and the &amp;quot;dream&amp;quot; images to your computer? As long as you have them d/led, I can stop worrying that the Bungie webmaster will be like, &amp;quot;Hey, what are these unused files doing here? *delete*&amp;quot;. --[[User:Iritscen|Iritscen]] 17:09, 13 March 2008 (CET)&lt;br /&gt;
::::&amp;quot;Aw, c&#039;m&#039;on...&amp;quot; I&#039;ve had them all backed up for &#039;&#039;years&#039;&#039;, guys... [[User:Geyser|geyser]] 17:13, 13 March 2008 (CET)&lt;br /&gt;
::Ok, you did not upload them here but you did not even told us that you have them. Do you so much enjoyed our tremble? =P --[[User:Paradox-01|Paradox-01]] 17:23, 13 March 2008 (CET)&lt;br /&gt;
----&lt;br /&gt;
===Random discovers===&lt;br /&gt;
How the Oni music CD looks like:&lt;br /&gt;
http://www.bysmitty.com/Soundtracks/Oni/Oni.htm&lt;br /&gt;
:Yeah, I had to look up the cover art myself just last week to apply to the Oni tracks in iTunes. I just wish that ugly Best Buy label wasn&#039;t part of the cover. (I could probably &#039;shop it out, but I&#039;m too lazy.)&lt;br /&gt;
Oni icons for mac:&lt;br /&gt;
http://amarsagoo.info/design/icons/index.shtml (Cannot open it. Someone, please check it. Maybe it&#039;s useful.)&lt;br /&gt;
:I will check them out. They could be very useful for the Mac version of the Edition. How interesting that he produced only a few sets of icons, and he picked Oni as his only game to design icons for. --[[User:Iritscen|Iritscen]] 17:13, 13 March 2008 (CET)&lt;br /&gt;
I wondered what hits google would give me for &amp;quot;HapeMask&amp;quot;. Didn&#039;t found a picture of it but a fan of the game, somehow funny. http://web.archive.org/web/20050413113423/www.hapemask.com/whatisthehape.php&lt;br /&gt;
:I didn&#039;t even recognize &amp;quot;HapeMask&amp;quot; when you said it, and then it came back to me when I followed the link. But I remember immediately thinking of post-apocalyptic Pokémon when I first saw the poster. &amp;quot;Meowth says, &#039;Don&#039;t forget to wear your mask, kiddies! That air&#039;ll kill ya!&#039;&amp;quot; Something like Hapémask would &#039;&#039;definitely&#039;&#039; have to appear in an Oni sequel. :-) --[[User:Iritscen|Iritscen]] 19:42, 18 March 2008 (CET)&lt;br /&gt;
----&lt;br /&gt;
===Thanks for Silly World write-up===&lt;br /&gt;
I really appreciate you taking the time to document geyser&#039;s mod.  I know it will be useful at some point... possibly in BGI... oh, and you&#039;ll be hearing from me soon about that.  P.S.: Don&#039;t be a stranger, visit us on YIM once in a while! --[[User:Iritscen|Iritscen]] 13:30, 7 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== You can ==&lt;br /&gt;
&lt;br /&gt;
You can browse http://www.watchinghotmovies.com/download-movies.html by making use of their http://www.watchinghotmovies.com/online-movies.html over the net catalogues and purchase as well to acquire an http://www.watchinghotmovies.com/tv-series.html outfit of your choice. over the net purchasing is fast and fast and when it is for just about any great quality product like Abercrombie or special ed hardy http://www.watchinghotmovies.com/new-movies.html Hardy, it really provide you with a energy to select probably the most effective in spite of the actuality that in the http://www.watchinghotmovies.com/2011-movies.html costs that suit you best&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=User_talk:Iritscen&amp;diff=18000</id>
		<title>User talk:Iritscen</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=User_talk:Iritscen&amp;diff=18000"/>
		<updated>2011-05-18T02:19:42Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: /* These outlets */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&#039;&#039;&#039;Talk page archives&#039;&#039;&#039;: [[User:Iritscen/Talk Archive 1|#1]]&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
This pre-beta image really seems bio lab to me. Didn&#039;t you agree?&lt;br /&gt;
&lt;br /&gt;
[[Image:Pre-beta_enigma_4.png]]&lt;br /&gt;
&lt;br /&gt;
See you. [[User:Script 10k|Script 10k]]&lt;br /&gt;
&lt;br /&gt;
:Ah, you&#039;re right, that must be the pre-beta night-time version of the Lab! I&#039;ve re-named it and moved it to the proper place on the page. Thanks. --[[User:Iritscen|Iritscen]] 01:31, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Hi Iritscen,&lt;br /&gt;
:it has been a long time since I have contributed something. I don&#039;t have time (and Oni) right now, but I ask you to try this idea out. It is connected to AI2 driven characters being able to actually use hypo sprays they possess to heal themselves (like the human player).&lt;br /&gt;
:It could be easy as it involves only usage of BSL. However, I don&#039;t know if several things (mainly &amp;quot;&#039;&#039;chr_holdkey&#039;&#039;&amp;quot; command, which is core of this idea) work the way I think they work.&lt;br /&gt;
:&#039;&#039;&#039;Requirements for the experiment:&#039;&#039;&#039;&lt;br /&gt;
::- take one AI2 character whose name you know from some level you like. But this AI should be near some savepoint for easy debugging.&lt;br /&gt;
::- add function to the scripts of your selected level, which will be forked from your selected savepoint, where your AI2 spawns.&lt;br /&gt;
::- this function will contain following commands:&lt;br /&gt;
:::&amp;quot;&#039;&#039;ai2_showhealth=1&#039;&#039;&amp;quot; - I think this is clear&lt;br /&gt;
:::&amp;quot;&#039;&#039;ai2_spawn&#039;&#039; name&amp;quot; - clear&lt;br /&gt;
:::&amp;quot;&#039;&#039;ai2_ignore_player&#039;&#039;=1&amp;quot; - to be able to experiment&lt;br /&gt;
:::&amp;quot;&#039;&#039;chr_inv_reset&#039;&#039; name&amp;quot; - to make sure we have everything under control&lt;br /&gt;
:::&amp;quot;&#039;&#039;chr_givepowerup&#039;&#039; name hypo&amp;quot; - now we know our AI2 char has one hypo&lt;br /&gt;
:::&amp;quot;&#039;&#039;chr_set_health&#039;&#039; name 1&amp;quot; - to make it logical to use a hypo ^_^&lt;br /&gt;
:::&amp;quot;&#039;&#039;chr_wait_animtype&#039;&#039; 0 crouch&amp;quot; - to be able to trigger it when you want&lt;br /&gt;
:::&amp;quot;&#039;&#039;chr_holdkey&#039;&#039; name keys_hypo 10&amp;quot; - THIS IS IT. Key part, if I understand that command right&lt;br /&gt;
::- now run the selected savepoint of selected level, don&#039;t crouch, get to your AI2, which is active but ignores you as a player and has only one HP left. NOW crouch. If everything goes according to the theory, this AI2 will use its one hypo to heal itself. Obviously should be seen with &amp;quot;&#039;&#039;ai2_showhealth&#039;&#039;=1&amp;quot;.&lt;br /&gt;
:- if it works, please let us (community) know. This way, we can set up smarter behavior for AI2s, where AI2s heal themselves in battle. Well, they try at least, because if they get hit, healing effect is reduced, as we know. And we cannot command AI2 to &amp;quot;play defensively because it used a hypo and healing is in the process&amp;quot;. At least not the BSL way.&lt;br /&gt;
:- also, this could be used for some daodanized AI2 characters, where AI2s inject hypos to get into regular overpower mode.&lt;br /&gt;
:- I am aware of the fact that we can use &amp;quot;&#039;&#039;chr_set_health&#039;&#039;&amp;quot; command to do the same work. However, &amp;quot;&#039;&#039;chr_set_health&#039;&#039;&amp;quot; is dependent on the value it has written in, so you have to set up some mechanisms to reduce the value in &amp;quot;&#039;&#039;chr_set_health&#039;&#039;&amp;quot; command as AI2s health drops if we want to use it as an hypo emulation. Plus it is tied with only one AI2 character then.&lt;br /&gt;
:- hypo usage emulation via &amp;quot;&#039;&#039;chr_holdkey&#039;&#039;&amp;quot; (if it will work) is on the other hand simply used to force &#039;&#039;&#039;any&#039;&#039;&#039; AI2 char (just input its name and be sure this char has a hypo in its inventory) to take a hypo and rest is handled by engine. Simple and effective. &lt;br /&gt;
:--[[User:Loser|Loser]] 00:12, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Loser, I have tried to get chr_holdkey to work for some time now. Peering at the asm, I can see that there is code there for it, but it might have been commented out in some form. It is really hard to tell. ALSO, using a hypo doesn&#039;t seem to be one of the allowable keys. They seem to be: forward, back, stepleft, stepright, crouch, jump, fire, altfire, punch, kick, action. HOWEVER, there is a different method we can use for AIs using hypos. Record Konoko using a hypo, export\import it using Onisplit, then use the from_here option in chr_playback. I would recommend using Konoko&#039;s watch animation or something of the sort to go along as a visual cue. [[User:Gumby|Gumby]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you for report, Gumby. Yes, I know about playback solution, that way of solving this problem works quite fine. Point of this BSL idea was that it requires only scripting, no files changed.&lt;br /&gt;
: But if we have to end up with changing files, then we can modify CHAR as well, adding trigger of the function *heal_mechanicsXX.name_of_ai2_written_here* into CHAR when character is hurt. XX represents number of the healing group. If I recall correctly, engine takes &amp;quot;&#039;&#039;name_of_ai2_written_here&#039;&#039;&amp;quot; as string parameter of the function *heal_mechanics*.&lt;br /&gt;
&lt;br /&gt;
: About that XX - enemies have various health levels, but we can see some of them have quite similar max health levels (+/- 25 HP). So my idea is - we have groups of CHARacters, which share same version of heal_mechanicsXX function, labeled by its number (saves space). These CHARacters have similar max health levels and have exactly the same amount of hypos they can use.&lt;br /&gt;
:Then one very simple function for such a group can look like this:&lt;br /&gt;
::&#039;&#039;&#039;func&#039;&#039;&#039; &#039;&#039;&#039;void&#039;&#039;&#039; heal_mechanics01(string &#039;&#039;ai_name&#039;&#039;)&lt;br /&gt;
::{&lt;br /&gt;
:: &#039;&#039;&#039;chr_wait_health&#039;&#039;&#039; (&#039;&#039;ai_name&#039;&#039;, value_of_approximate_half_of_max_HP_for_this_group_members)&lt;br /&gt;
:: &#039;&#039;&#039;chr_playback_block&#039;&#039;&#039; (&#039;&#039;ai_name&#039;&#039;, name_of_hypo_trigger_[[FILM]]_file, fromhere)&lt;br /&gt;
::}&lt;br /&gt;
&lt;br /&gt;
:This function would be triggered by members of heal_mechanics01 (they have writen it in their CHAR file, under &amp;quot;hurt&amp;quot; trigger). When called, it takes name of the CHAR as a parameter and then waits until this CHAR&#039;s HP drops around 1/2 (value is set maually in the script). Then it calles hypo using FILM for this CHAR.&lt;br /&gt;
: Nice, isn&#039;t it? --[[User:Loser|Loser]] 18:29, 17 March 2009 (UTC)&lt;br /&gt;
::Yeah, thats about what I meant. :) Either method requires changing files though, because AFAIK AI aren&#039;t given hypos in the CHAR. [[User:Gumby|Gumby]] 08:24, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey. When Gumby is on it, there&#039;s another worthy thing to try. Duplicating chr_poison (ai_name, damage, interval, initial_interval) and replacing the health reducing function by a health adding function. Then that could be used instead of chr_playback_block. It would not only simulate &amp;quot;AI Hypos&amp;quot; but better AI and player regeneration than chr_set_health. Smooth health increment (for player) can be done in a looped BSL function.  20:35, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done that already, in ReOni. The problem lies in the fact that there isn&#039;t an easy way AFAIK to copy a function using the Daodan. The other problem is that Macs would be left out cold. [[User:Gumby|Gumby]] 08:24, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hm, do I actually even need to say anything? The conversation is going well without me ^_^ I find your idea interesting, Loser, but I personally just can&#039;t focus on it at this point, or I won&#039;t be able to help Gumby with the Edition (Real Life is knocking hard on my door right now and demanding me to cut down on my Oni time). Besides, any topic beyond BSL is kinda over my head anyway :-) --[[User:Iritscen|Iritscen]] 14:35, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ran into a small problem, the character still rotates, even with &amp;quot;fromhere&amp;quot;. :( [[User:Gumby|Gumby]] 19:07, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== These outlets ==&lt;br /&gt;
&lt;br /&gt;
These outlets http://www.pandoradiscount.com/pandora-ireland.html provide affordable special ed hardy http://www.pandoradiscount.com/pandora-wood-beads-charms.html Hardy, affordable Abercrombie and http://www.pandoradiscount.com/pandora-silver-beads-charms.html Wholesale Abercrombie and considerably extra to cater your style desires in spite of the actuality that in the limited budget. considerably of those outlets also http://www.pandoradiscount.com/pandora-gold-beads-charms.html have their over the net sites precisely where you create a purchase devoid of even wasting your http://www.pandoradiscount.com/pandora-shop.html time and money.&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=User:Guido/Wishlist&amp;diff=17732</id>
		<title>User:Guido/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=User:Guido/Wishlist&amp;diff=17732"/>
		<updated>2010-11-24T09:21:57Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ajycyvitik.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
{{GuidoWishlist|right}}&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
{{:User:Guido/Wishlist/Part 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
{{:User:Guido/Wishlist/Part 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
{{:User:Guido/Wishlist/Part 3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
{{:User:Guido/Wishlist/Part 4}}&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Oni_2_concept_art&amp;diff=17729</id>
		<title>Category:Oni 2 concept art</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Oni_2_concept_art&amp;diff=17729"/>
		<updated>2010-11-24T09:21:21Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://upezobyxez.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
Sketches and full-blown art made by members of the fandom, as part of the process of imagining a sequel/paraquel/etc. to Oni.&lt;br /&gt;
[[Category:Concept art]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Talk:Walkthrough&amp;diff=17727</id>
		<title>Talk:Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Talk:Walkthrough&amp;diff=17727"/>
		<updated>2010-11-24T09:21:12Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ewefobyme.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
:Err. Gamespot&#039;s guide is already full of inaccuracies, and I&#039;ve only been reading it for a little under a minute.&lt;br /&gt;
::;Ultimatum479&lt;br /&gt;
:You know I won&#039;t take your word for it unless you say what exactly is wrong with it. Try to be specific ;)&lt;br /&gt;
::[[User:Geyser|geyser]] 12:04, 15 November 2007 (CET)&lt;br /&gt;
:Or rather, why don&#039;t you wikify that walkthrough, and correct the mistakes in the process?&lt;br /&gt;
::[[User:Geyser|geyser]] 20:59, 18 November 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=OBD:AGQG&amp;diff=17720</id>
		<title>OBD:AGQG</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=OBD:AGQG&amp;diff=17720"/>
		<updated>2010-11-24T08:17:57Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://ukusypumi.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ukusypumi.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{OBD_File_Header | type=AGQG | prev=AGQC | next=AGQR | name=Gunk Quad General Array | family=Level | align=center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:agqg_a.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table}}&lt;br /&gt;
{{OBDth}}&lt;br /&gt;
{{OBDtr | 0x00 | res_id |FF0000| 01 49 02 00 | 585          | 00585-.AGQG }}&lt;br /&gt;
{{OBDtr | 0x04 | lev_id |FFFF00| 01 00 00 06 | 3            | level 3 }}&lt;br /&gt;
{{OBDtr | 0x08 |char[20]|00FF00| AD DE       | dead         | unused }}&lt;br /&gt;
{{OBDtr | 0x1C | int32  |00FFFF| 15 A8 00 00 | 35349        | array size }}&lt;br /&gt;
{{OBDtrBK}}&lt;br /&gt;
{{OBDtr | 0x00 | int32  |FFC8C8| 00 00 00 00 | 0            | [[OBD:PNTA|PNTA]] element for 1st vertex }}&lt;br /&gt;
{{OBDtr | 0x04 | int32  |FFC8C8| 01 00 00 00 | 1            | [[OBD:PNTA|PNTA]] element for 2nd vertex }}&lt;br /&gt;
{{OBDtr | 0x08 | int32  |FFC8C8| 02 00 00 00 | 2            | [[OBD:PNTA|PNTA]] element for 3rd vertex }}&lt;br /&gt;
{{OBDtr | 0x0C | int32  |FFC8C8| 03 00 00 00 | 3            | [[OBD:PNTA|PNTA]] element for 4th vertex }}&lt;br /&gt;
{{OBDtr | 0x10 | int32  |FFFFC8| F5 0F 00 00 | 4085         | [[OBD:TXCA|TXCA]] element for 1st vertex }}&lt;br /&gt;
{{OBDtr | 0x14 | int32  |FFFFC8| F3 0F 00 00 | 4083         | [[OBD:TXCA|TXCA]] element for 2nd vertex }}&lt;br /&gt;
{{OBDtr | 0x18 | int32  |FFFFC8| F4 0F 00 00 | 4084         | [[OBD:TXCA|TXCA]] element for 3rd vertex }}&lt;br /&gt;
{{OBDtr | 0x1C | int32  |FFFFC8| F6 0F 00 00 | 4086         | [[OBD:TXCA|TXCA]] element for 4th vertex }}&lt;br /&gt;
{{OBDtr | 0x20 | color  |C8FFC8| 00 00 00 00 | 0, 0, 0, 0   | byte-swapped ARGB color for 1st vertex }}&lt;br /&gt;
{{OBDtr | 0x24 | color  |C8FFC8| 00 00 00 00 | 0, 0, 0, 0   | byte-swapped ARGB color for 2nd vertex }}&lt;br /&gt;
{{OBDtr | 0x28 | color  |C8FFC8| 02 07 09 00 | 2, 7, 9, 0   | byte-swapped ARGB color for 3rd vertex }}&lt;br /&gt;
{{OBDtr | 0x2C | color  |C8FFC8| 06 15 1E 00 | 6, 21, 30, 0 | byte-swapped ARGB color for 4th vertex }}&lt;br /&gt;
{{OBDtr | 0x30 |bitset32|C8FFFF| 00 00 08 02 | 0, 0, 8, 2   | flags; used values:&lt;br /&gt;
:0x&#039;&#039;&#039;01&#039;&#039;&#039; 00 00 00 - door frame (invisible quad that uses the TXMP_DOOR_FRAME texture)&lt;br /&gt;
:0x&#039;&#039;&#039;02&#039;&#039;&#039; 00 00 00 - ghost (pathfinding volume separator, see [[OBD:AKVA|AKVA]] etc)&lt;br /&gt;
:0x&#039;&#039;&#039;04&#039;&#039;&#039; 00 00 00 - stairs up&lt;br /&gt;
:0x&#039;&#039;&#039;08&#039;&#039;&#039; 00 00 00 - stairs down&lt;br /&gt;
:0x&#039;&#039;&#039;10&#039;&#039;&#039; 00 00 00 - stairs&lt;br /&gt;
:0x&#039;&#039;&#039;40&#039;&#039;&#039; 00 00 00 - triangle (see above)&lt;br /&gt;
:0x&#039;&#039;&#039;80&#039;&#039;&#039; 00 00 00 - transparency (if 0 then alpha is ignored, color is just RGB shading)&lt;br /&gt;
:0x00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 00 - two-sided&lt;br /&gt;
:0x00 &#039;&#039;&#039;08&#039;&#039;&#039; 00 00 - no collision&lt;br /&gt;
:0x00 &#039;&#039;&#039;20&#039;&#039;&#039; 00 00 - invisible&lt;br /&gt;
:0x00 &#039;&#039;&#039;40&#039;&#039;&#039; 00 00 - no object collision&lt;br /&gt;
:0x00 &#039;&#039;&#039;80&#039;&#039;&#039; 00 00 - no character collision&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 - no occlusion&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 - danger&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;08&#039;&#039;&#039; 00 - vertical collision: slope &amp;amp;lt; 70°&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;10&#039;&#039;&#039; 00 - horizontal collision: slope &amp;amp;gt; 70°&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;40&#039;&#039;&#039; 00 - grid ignore&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;80&#039;&#039;&#039; 00 - no decal&lt;br /&gt;
:0x00 00 00 &#039;&#039;&#039;01&#039;&#039;&#039; - furniture&lt;br /&gt;
:0x00 00 00 &#039;&#039;&#039;02&#039;&#039;&#039; - projection plan bit 0, see below&lt;br /&gt;
:0x00 00 00 &#039;&#039;&#039;04&#039;&#039;&#039; - projection plan bit 1, see below&lt;br /&gt;
:0x00 00 00 &#039;&#039;&#039;08&#039;&#039;&#039; - sound-transparent&lt;br /&gt;
:0x00 00 00 &#039;&#039;&#039;10&#039;&#039;&#039; - impassable&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr | 0x34 | int32  |FFC8FF| FF FF FF FF | -1           | object ID and type to which this quad belongs (see [[ONOA]] for details); -1 if it does not belong to an object }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Triangles&lt;br /&gt;
:Many quads are in fact triangles: the last two vertices have the same [[OBD:PNTA|PNTA]] and [[OBD:TXCA|TXCA]] entries, and the ARGB color is (255, 205, 205, 205) (80% gray, 100% opaque). There is also a flag specifying that.&lt;br /&gt;
&lt;br /&gt;
;Ghost, Stairs up, Stairs down&lt;br /&gt;
:These flags are used for BNV adjacencies, see [[AKAA]]. Stairs up/down are used instead of Ghost when the quad is placed at the bottom/top of the stairs. These quads are not visibile. The script variable env_show_ghostgqs is intended to control the visibility of such quads but it requires &amp;amp;quot;debug&amp;amp;quot; level files.&lt;br /&gt;
&lt;br /&gt;
:There are a couple of ghost quads that aren&#039;t referenced from [[AKAA]]. It&#039;s likely that those quads are useless.&lt;br /&gt;
&lt;br /&gt;
;Door frame&lt;br /&gt;
:This appears to be another type of &amp;amp;quot;ghost&amp;amp;quot; quad (its visibility is controlled by the same env_show_ghostgqs variable). Sometimes it is used together with the Ghost flag but not always. Only the door frames that also have the Ghost flag are used as adjacencies so it&#039;s unclear if the rest of the door frames serve any purpose. In fact it appears that this flag has no effect other than making the quad invisible.&lt;br /&gt;
&lt;br /&gt;
;Stairs&lt;br /&gt;
:This is applied to the invisible ramp quad that covers the stairs. In general this flag is also applied to the visible stairs geometry but there are some exceptions (errors? see level 19 stairs).&lt;br /&gt;
&lt;br /&gt;
;No occlusion&lt;br /&gt;
:This flag tells the octtree raycaster to ignore the quad when doing ray/quad intersections. This is tipically used for small quads that are unlikely to affect the overall environment visibility.&lt;br /&gt;
&lt;br /&gt;
;Projection plane flags&lt;br /&gt;
:These 2 flags can be 00, 01, 10 and 11. That means the values 0,1,2 and 3 which have the following meanings:&lt;br /&gt;
:*0 - No projection plane specified. One can be computed if needed. Never used in files, may slow down the game if used.&lt;br /&gt;
:*1 - Project quad on XY plane.&lt;br /&gt;
:*2 - Project quad on XZ plane.&lt;br /&gt;
:*3 - Project quad on YZ plane.&lt;br /&gt;
:The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane).&lt;br /&gt;
&lt;br /&gt;
;Grid ignore&lt;br /&gt;
:Appears to be unused. Its likely purpose is to mark quads that don&#039;t count as obstacles in the pathfinding grid.&lt;br /&gt;
&lt;br /&gt;
;Danger&lt;br /&gt;
:Appears to be unused. Its likely purpose is to create danger areas in the pathfinding grids. Usually there&#039;s a trigger volume nearby that hurts/kills the character. This quads are always invisible.&lt;br /&gt;
&lt;br /&gt;
;Invisible&lt;br /&gt;
:Invisible quads have a couple of different uses:&lt;br /&gt;
:* block player access to some parts of the environment&lt;br /&gt;
:* stairs ramp&lt;br /&gt;
:* collision geometry (used by some &amp;amp;quot;complex&amp;amp;quot; furniture)&lt;br /&gt;
:* danger quads (see above)&lt;br /&gt;
:* some other apparently useless quads&lt;br /&gt;
&lt;br /&gt;
;Furniture&lt;br /&gt;
:Set for all quads that belong to a furniture object. It doesn&#039;t appear to be used. It is also redundant since all the furniture quads have an object id.&lt;br /&gt;
&lt;br /&gt;
;No decal&lt;br /&gt;
:Prevents the creation of decals on the quad. Set for door quads because the decals would disappear when the door opens. That&#039;s why shooting a door doesn&#039;t leave a mark.&lt;br /&gt;
&lt;br /&gt;
;Runtime flags&lt;br /&gt;
At runtime the following flag values are also used:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;04&#039;&#039;&#039; 00 - set at runtime for quads hidden with *env_show*, never used in files&lt;br /&gt;
:0x&#039;&#039;&#039;20&#039;&#039;&#039; 00 00 00 - set at runtime for Jell&#039;Oed quads, never used in files&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OBD_File_Footer | type=AGQG | prev=AGQC | next=AGQR | name=Gunk Quad General Array | family=Level}}&lt;br /&gt;
&lt;br /&gt;
{{OBD}}&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=WCG&amp;diff=17715</id>
		<title>WCG</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=WCG&amp;diff=17715"/>
		<updated>2010-11-24T08:17:05Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://axufizyfe.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
==World Coalition Government==&lt;br /&gt;
===[[Quotes/Manual#MANIFESTO|Rebel manifesto]]===&lt;br /&gt;
:It&#039;s 2032 and the world ain&#039;t what it used to be. &lt;br /&gt;
:We have one government where there used to be hundreds. Big brother is alive and well. &lt;br /&gt;
:Things are pretty good in the big cities if you don&#039;t mind the fact that World Coalition Government tracks your every move. They claim they do it in the interest of the common good but it can make you feel insignificant and pretty damned helpless. No matter where you go &amp;amp;quot;they&amp;amp;quot; are watching you. &lt;br /&gt;
:In the cities most people have enough money to live quite well by the standards of the old world. An average family can afford a nice place to live, timeshare on a vehicle and a terminal that links them to the WorldNet. For most it&#039;s an acceptable payoff for a near total loss of privacy and systematic violations of our personal freedoms. &lt;br /&gt;
:It&#039;s best not to think about life outside the cities. The powers that be would never admit it, but the air has gone bad. The forbidden zones they euphemistically call &amp;amp;quot;Wilderness Preserves&amp;amp;quot; are actually massive tracts of quarantined land. &lt;br /&gt;
:The poor wretches who can&#039;t afford to live in the cities get as close to the atmosphere processors as they can and eke out a miserable (and dangerous) existence working on the reclamation teams who beat back the corrosive stain of the wilderness. &lt;br /&gt;
:From time to time someone tries to improve public awareness of the ecological nightmare but World Coalition Government controls the media and silences them before any outcry can gain momentum. There is a growing awareness that something has gone horribly wrong and that something has to be done. &lt;br /&gt;
:Something has to give. It&#039;s only a matter of time&lt;br /&gt;
===[[Quotes/Manual#THE_WORLD_COALITION_GOVERNMENT|Manual entry]]===&lt;br /&gt;
:On January 12th, 2032 the newborn World Coalition Government annexed 80% of the countries of the world. The holdouts either reconsidered and signed treaties or were &amp;amp;quot;dissolved&amp;amp;quot; in a matter of months.&lt;br /&gt;
:The leaders of the new regime gave us all kinds of rationalizations for their actions, ranging from endless border skirmishes between impoverished nations to environmental problems that they claimed could only be solved if all of the &amp;amp;quot;citizens of earth&amp;amp;quot; worked together.&lt;br /&gt;
:If the truth were told, it was all about the money.&lt;br /&gt;
:Years of boom markets and reckless spending finally took their toll, leaving small countries bankrupt and superpowers teetering on the brink of collapse. By uniting the economies of the world all of the old debt was erased and everyone got a clean slate. It was a real mess but at the time it seemed like the only way out.&lt;br /&gt;
:At first World Coalition Government gave a lot of lip service to representing the annexed governments. There was even an advisory council modeled on the United Nations. As the representatives began to enjoy the benefits of a global marketplace they fell silent. In a matter of years all traces of the old governments faded away. It was an economic coup on an unprecedented scale.&lt;br /&gt;
:World Coalition Government accomplished most of what they promised. They created &amp;amp;quot;peacekeeping forces&amp;amp;quot; capable of putting down any infighting and they turned around the economy.&lt;br /&gt;
:What they don&#039;t tell you is that the poor stayed poor and there are more of them than ever before. Sure, we have bright and beautiful cities but we pay for them by sacrificing our freedom and the well being of most of our population to the so-called &amp;amp;quot;greater good&amp;amp;quot;.&lt;br /&gt;
:It is a golden age for the privileged. Their ivory towers are everything we hoped the future would be.&lt;br /&gt;
&lt;br /&gt;
===[[Quotes/Manual#THE_TECHNOLOGY_CRIMES_TASK_FORCE_.28TCTF.29|Manual entry too]]===&lt;br /&gt;
:One of the excuses World Coalition Government used to grab the reigns was the use of biological weapons by a few of the countries involved in border skirmishes at the time. &lt;br /&gt;
:Biotech is to us what nukes were to our great grandparents - an emerging technology that scares the hell out of the ignorant. Everyone was terrified that some genetically engineered super virus would spread farther than its creators intended. Horror stories of weapons that made your bones melt and your eyes explode blinded the public to the less tangible threat of a totalitarian government. &lt;br /&gt;
:Once the puppet masters behind the World Coalition Government had what they wanted they continued to exploit techno-phobia to keep them on top. They told us that abuse of technology was the enemy and that the Technology Crimes Task Force was our guardian. In the name of the common good they granted the TCTF blanket autority to investigate wherever and however they see fit. &lt;br /&gt;
:Sure, the TCTF does everything it is supposed to. They keep most of the &amp;amp;quot;cyber drugs&amp;amp;quot; and illegal weapons off the streets but law enforcement is a smokescreen to excuse their actual purpose. &lt;br /&gt;
:World Coalition Government uses the TCTF to control the evolution and distribution of new technologies. They suppress anything that could be used to undermine their authority. Their investigations are also used to violate the rights of anyone deemed &amp;amp;quot;dangerous&amp;amp;quot; by World Coalition Government. &lt;br /&gt;
:The real abuse of technology begins and ends with the government and its TCTF enforcers.&lt;br /&gt;
===[[Quotes/Consoles#History_of_the_Syndicate|History of the Syndicate]]===&lt;br /&gt;
;Ingame echo of the manual...&lt;br /&gt;
:When the new geopolitical order of the World Coalition Government was instituted many technologies were identified as dangerous to world stability and were banned or reserved to restricted access. The Network survived the chaos of the world riots by establishing and maintaining a reliable technological black market.&lt;br /&gt;
That&#039;s about the only ingame mention of the World/Freedom Riots (another one is [[Quotes/Weapons#ph_stream|HERE]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Added value==&lt;br /&gt;
Some of that stuff could make it into the factual section above. Neither section is anywhere near complete...&lt;br /&gt;
&lt;br /&gt;
Some things may end up on other pages, too. Hasegawa&#039;s, Daodan&#039;s, Griffin&#039;s...&lt;br /&gt;
===WCG Today... East and West===&lt;br /&gt;
====WCG and EU====&lt;br /&gt;
The WCG looks like an extrapolation of the European Union entity at global scale.&lt;br /&gt;
While its foreposts all around the world could be hosted in more or less regular diplomatic buildings and business centres, it&#039;s interesting to consider today&#039;s analogies in the &amp;amp;quot;Old World&amp;amp;quot;, i.e. :&lt;br /&gt;
*[http://www.eupedia.com/gallery/showgallery.php/cat/564 The EU quarter] in Brussels&lt;br /&gt;
*[http://www.travelphotobase.com/s/FSTE.HTM European Parliament &amp;amp;amp; Courts] in Strasbourg&lt;br /&gt;
Personally, I like Strasbourg a lot better (been there, and actually spent a whole day at the old [http://multimedia.coe.int/coe/niveau3.pgi?TY=BG&amp;amp;amp;ID=6&amp;amp;amp;CH=404 Palais de l&#039;Europe], which was hosting the plenar sessions of the European Parliament at the time). [[User:Geyser|geyser]]&lt;br /&gt;
====Futuristic architecture====&lt;br /&gt;
[[wikipedia:Antonio Sant&#039;Elia|Antonio Sant&#039;Elia]] was a Milanese architect responsible for the [http://www.unknown.nu/futurism/architecture.html Manifest of Futurist Architecture] and a [http://web.tiscali.it/antonio_santelia/galleria.htm collection of sketches] such as [http://web.tiscali.it/antonio_santelia/galleria/093.htm this one]. First cited (without being named ^_^) in the Oni context by [[User:Guido|Guido]], along with [[wikipedia:Frank Lloyd Wright|Frank Lloyd Wright]].&lt;br /&gt;
====Paris Welcomes WCG====&lt;br /&gt;
A series of pics scanned and processed a bit by [[User:Geyser|geyser]].&lt;br /&gt;
&lt;br /&gt;
Available [http://geyser.oni2.net/pics/misc/ParisWelcomesWCG HERE]. Be sure to read the [http://geyser.oni2.net/pics/misc/ParisWelcomesWCG/README.txt README].&lt;br /&gt;
&lt;br /&gt;
====[[Singapore]]====&lt;br /&gt;
Singapore is much of a modern utopia because of its pragmatic government policies.&lt;br /&gt;
:It basically bridges the gap between capitalism and communism (and [http://en.wikipedia.org/wiki/Big_brother Big Brother]).&lt;br /&gt;
Thus, the WCG can also be seen as an extrapolation of Singapore to Asia and beyond.&lt;br /&gt;
&lt;br /&gt;
===Biological weapons===&lt;br /&gt;
===Technology control===&lt;br /&gt;
===Big Brother===&lt;br /&gt;
===World Riots===&lt;br /&gt;
===BioCrisis===&lt;br /&gt;
===Science Prisons===&lt;br /&gt;
===Daodan and the WCG===&lt;br /&gt;
====Early on====&lt;br /&gt;
[[Hasegawa]] and [[Kerr]] &amp;amp;quot;couldn&#039;t get backup from any legitimate source&amp;amp;quot; for their Daodan experimentation, and the reason is : a hyperevolutive upgrade of individuals is more than likely to undermine the authority of an organism such as the WCG.&lt;br /&gt;
&lt;br /&gt;
With the [[Syndicate]], Hasegawa and Kerr expected to be funded on the sole basis of their renegade status, and to get away with little or no monitoring of their activity (not to mention ethical issues, which never apply anyway for Syndicate science : the more unethical, the more illegal, the better).&lt;br /&gt;
&lt;br /&gt;
At the WCG, the situation is quite different : WCG will want to assume full intellectual control of the project right from the start. New technology has to be certified (by experts or committees) as serving the WCG and, more importantly, &amp;amp;quot;harmless&amp;amp;quot; i.e. unlikely to undermine the WCG&#039;s authority in any foreseeable future.&lt;br /&gt;
&lt;br /&gt;
Hyperevolution of Man sounds cool, but apart from being unethical (which the WCG can live with) it&#039;s [[Daodan#Loss of control|uncontrollable by design]], which will be a major concern to an entity mainly preoccupied with its long-term stability.&lt;br /&gt;
&lt;br /&gt;
Hasegawa may try as he can to present hyperevolution as &amp;amp;quot;just a resilience patch&amp;amp;quot;, primarily aimed to deal with the toxic atmosphere. Inevitably, hyperevolution will come to mean &amp;amp;quot;supersoldier&amp;amp;quot; or &amp;amp;quot;superman&amp;amp;quot; to &#039;&#039;anyone&#039;&#039;, expert or no expert, Syndicate or WCG.&lt;br /&gt;
&lt;br /&gt;
Both entities have reasons to reject the project because of how it breaks the balance, but the WCG, with their &amp;amp;quot;Big Brother&amp;amp;quot; approach, seem much more likely to make a detailed and objective analysis of the project and its perspectives. They seemed a lot harder to &#039;&#039;fool&#039;&#039; than the Syndicate, too.&lt;br /&gt;
&lt;br /&gt;
That&#039;s more or less why Hasegawa and Kerr didn&#039;t get/seek WCG support for the Daodan project. Another reason is that Hasegawa had already become a dissident through the episode of Jamie&#039;s death. He had &#039;&#039;de facto&#039;&#039; become a renegade scientist by trespassing the contaminated area around an [[ACC]].&lt;br /&gt;
&lt;br /&gt;
Also, the Daodan project is aimed to deal with the pollution, and actually &#039;&#039;calls for an acknowledgement&#039;&#039; (by the WCG) of the dramatic scales taken on by ecological issues. At the time of the events, the WCG would probably have regarded such action as out of proportion with the actual problem, and highly inconsistent with what their policy had been until then. Offensive, almost.&lt;br /&gt;
&lt;br /&gt;
Oni&#039;s material, however, mentions a [[Quotes/Consoles#BioCrisis|BioCrisis Subcommittee]], suggesting that the episode of Jamie&#039;s death &#039;&#039;has&#039;&#039; triggered official action from the WCG : action at the WCG&#039;s own pace, and unrelated to Hasegawa&#039;s &amp;amp;quot;resilience patch&amp;amp;quot; whatsoever.&lt;br /&gt;
&lt;br /&gt;
====After Hasegawa====&lt;br /&gt;
One often remembers the {{C9}} console ([[Quotes/Consoles#Terrance_Griffin|THIS ONE]]) as evidence of the WCG&#039;s integrity and high morals.&lt;br /&gt;
Actually, Griffin is being considered for investigation by the &#039;&#039;TCTF&#039;&#039;&#039;s Directorate, so the topic is closer to [[Griffin]] or the [[TCTF]].&lt;br /&gt;
&lt;br /&gt;
At a first glance, the reason of the Directorate&#039;s concern is Griffin&#039;s &amp;amp;quot;the end justifies the means&amp;amp;quot; attitude. On the whole, there&#039;s nothing there but common sense : at first sight, at least.&lt;br /&gt;
&lt;br /&gt;
It&#039;s interesting to see this note as specifically addressing [[Griffin]]&#039;s [[Daodan]] project, which is unethical and irresponsible (because of the possible &amp;amp;quot;loss of control&amp;amp;quot; over a human weapon). In a way, the WCG &#039;&#039;knows what&#039;s good for it&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No matter what benefit the corporate elite could withdraw from the Daodan, the fact that hyperevolved humans &#039;&#039;can&#039;&#039; break the corporate balance and undermine the WCG&#039;s authority is dissuasive enough. Safety first, and hyperevolution means &#039;&#039;violent change&#039;&#039; : &#039;&#039;not&#039;&#039; safe enough.&lt;br /&gt;
&lt;br /&gt;
After what happened to the [[Syndicate]], the Daodan is increasingly regarded as a threat by the WCG and [[TCTF]]. On the whole. Griffin excepted.&lt;br /&gt;
&lt;br /&gt;
Griffin happens to see beyond the WCG&#039;s logic : his project is aimed at countering the threat of a human weapon wielded by the Syndicate. He acknowledges the risk of developing one such human weapon himself, and proceeds because the threat [[Muro]] poses to Mankind seems to justify that risk.&lt;br /&gt;
&lt;br /&gt;
Actually, it would seem that Griffin has higher morals than the WCG, caring for the long-term safety of Mankind rather than the stability of the corporate state. His main mistake is to take the control of the Daodan entity for granted. That&#039;s where his approach is &#039;&#039;irresponsible&#039;&#039; rather than just unethical, and makes it prone to criticism by the WCG... or us ^^&lt;br /&gt;
====After the Cataclysm====&lt;br /&gt;
If I was the WCG, I&#039;d just &#039;&#039;nuke&#039;&#039; Mai and Muro and any Daodan I could get. That&#039;s the &amp;amp;quot;due procedure&amp;amp;quot; Griffin tried to apply, too late, when he blew up [[Shinatama]] in {{C8}}. As the &amp;amp;quot;rogue&amp;amp;quot; Konoko fights for her life towards the end of the game, the official, &#039;&#039;responsible&#039;&#039; point of view is made increasingly clear :&lt;br /&gt;
:We must hope that Konoko was destroyed when she fell into the biomatter disposal vats. If not then she may be even closer to her final evolutionary stage: what form that might take, and what the presence of such a creature might portend for humanity we cannot know.&lt;br /&gt;
Technically, the Daodan symbiotes are not considered as human beings, and constitute a major (potential, and somewhat effective) threat to Mankind (not to mention the WCG&#039;s stability). Destroying the symbiotes &#039;&#039;is&#039;&#039; the &amp;amp;quot;due procedure&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As for the forms it might take : the WCG will have much to deal with in the wake of the Cataclysm. For one thing, the &amp;amp;quot;remnants&amp;amp;quot; of the Syndicate (beheaded, but still strong and well-prepared to worldwide pollution). Just &#039;&#039;how&#039;&#039; the WCG can be expected to &amp;amp;quot;deal&amp;amp;quot; with the Syndicate... that&#039;s [[Oni2:META|another story]].&lt;br /&gt;
&lt;br /&gt;
As for the symbiotes, it&#039;s much easier for the WCG to &amp;amp;quot;pin&amp;amp;quot; the Cataclysm on them (except they &#039;&#039;really&#039;&#039; did it : Muro and Mai, and originally Hasegawa). If the mob turns against the Daodan (and it&#039;s quite likely that they will), that&#039;s one problem solved already. And the nicest bit is that it &#039;&#039;is&#039;&#039; ethical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*[[TCTF]]&lt;br /&gt;
*[[Syndicate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WCG]][[Category:Added value]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=OBD:WMDD&amp;diff=17710</id>
		<title>OBD:WMDD</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=OBD:WMDD&amp;diff=17710"/>
		<updated>2010-11-24T08:16:12Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://ycybesav.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ycybesav.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{OBD_File_Header|align=center|type=WMDD|prev=WMCL|next=WMM_|name=WM (Window Menu) Dialog Data|family=Global}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The image below shows the beginning of the file with the settings of the main window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:wmdd_all.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table}}&lt;br /&gt;
{{OBD_Table_Header}}&lt;br /&gt;
|- ALIGN=CENTER VALIGN=TOP&lt;br /&gt;
{{OBDtr| 0x000 | res_id   |FF0000| 01 CE 09 00 | 1541 | 01541-dialog_mainmenu.WMDD }}&lt;br /&gt;
{{OBDtr| 0x004 | lev_id   |FFFF00| 01 00 00 00 | 0    | level 0 }}&lt;br /&gt;
{{OBDtr2| 0x008| char[256]|00FF00| Main Menu          | title }}&lt;br /&gt;
{{OBDtr| 0x108 | int16    |00FFFF| 96 00       | 150  | ID (looked up from code) }}&lt;br /&gt;
{{OBDtr| 0x10A | int16    |00FFFF| 00 00       | 0    | not used; always 0 }}&lt;br /&gt;
{{OBDtr| 0x10C | int32    |FF00FF| 01 00 00 00 | 0x01 | state; the following values are used:&lt;br /&gt;
:0x&#039;&#039;&#039;01&#039;&#039;&#039; 00 00 00 - visible&lt;br /&gt;
:0x&#039;&#039;&#039;02&#039;&#039;&#039; 00 00 00 - disabled&lt;br /&gt;
:0x&#039;&#039;&#039;04&#039;&#039;&#039; 00 00 00 - unknown&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x110 | int32    |FF8000| 00 00 01 00 | 0x00010000  | style; the following values are used:&lt;br /&gt;
:0x&#039;&#039;&#039;01&#039;&#039;&#039; 00 00 00 - draw default background&lt;br /&gt;
:0x&#039;&#039;&#039;02&#039;&#039;&#039; 00 00 00 - resizable window (has a thick border)&lt;br /&gt;
:0x&#039;&#039;&#039;04&#039;&#039;&#039; 00 00 00 - show title bar &lt;br /&gt;
:0x&#039;&#039;&#039;08&#039;&#039;&#039; 00 00 00 - show title (title bar required) &lt;br /&gt;
:0x&#039;&#039;&#039;10&#039;&#039;&#039; 00 00 00 - show close button (title bar required) &lt;br /&gt;
:0x&#039;&#039;&#039;20&#039;&#039;&#039; 00 00 00 - show restore button (title bar required) &lt;br /&gt;
:0x&#039;&#039;&#039;40&#039;&#039;&#039; 00 00 00 - show minimize button (title bar required) &lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 - center window on screen (x, y coordinates are ignore when this style is used)&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x114 | int16    |804080| 00 00       | 0    | x coordinate of the window }}&lt;br /&gt;
{{OBDtr| 0x116 | int16    |804080| 00 00       | 0    | y coordinate of the window }}&lt;br /&gt;
{{OBDtr| 0x118 | int16    |804040| 80 02       | 640  | width of the window }}&lt;br /&gt;
{{OBDtr| 0x11A | int16    |804040| E0 01       | 480  | height of the window }}&lt;br /&gt;
{{OBDtr| 0x11C | int32    |408080| 06 00 00 00 | 6    | array size }}&lt;br /&gt;
{{OBDtrBK}}&lt;br /&gt;
{{OBDtr2| 0x000 | char[256]|FFC8C8| New Game | text or:&lt;br /&gt;
:*TXMB/TXMP/PSpc name if class is picture &lt;br /&gt;
:*WMM_ name if class is popup menu&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x100 | int16     |FFFFC8| 04 00 | 4 | class; the following window classes exist in Oni (values in dec):&lt;br /&gt;
:1 - desktop (not used in dialogs)&lt;br /&gt;
:3 - box (&amp;amp;lt;nowiki&amp;amp;gt;=&amp;amp;lt;/nowiki&amp;amp;gt; groupbox)&lt;br /&gt;
:4 - button&lt;br /&gt;
:5 - checkbox&lt;br /&gt;
:6 - dialog (not used in dialogs)&lt;br /&gt;
:7 - edit field&lt;br /&gt;
:8 - listbox&lt;br /&gt;
:9 - menu bar (not used in dialogs)&lt;br /&gt;
:10 - menu  (not used in dialogs)&lt;br /&gt;
:11 - picture ([[OBD:TXMB|TXMB]], [[OBD:TXMP|TXMP]] or [[OBD:PSpc|PSpc]])&lt;br /&gt;
:12 - popup menu (&amp;amp;lt;nowiki&amp;amp;gt;=&amp;amp;lt;/nowiki&amp;amp;gt; pulldown menu &amp;amp;lt;nowiki&amp;amp;gt;=&amp;amp;lt;/nowiki&amp;amp;gt; drop-down menu) ([[OBD:WMM_|WMM_]])&lt;br /&gt;
:13 - progress bar&lt;br /&gt;
:14 - radio button&lt;br /&gt;
:16 - scrollbar  (not used in dialogs)&lt;br /&gt;
:17 - slider&lt;br /&gt;
:20 - text&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x102 | int16    |C8FFC8| 64 00       | 100              | ID (looked up from code) }}&lt;br /&gt;
{{OBDtr| 0x104 | int32    |C8FFFF| 01 00 00 00 | 0x01             | state; the following values are used:&lt;br /&gt;
:0x&#039;&#039;&#039;01&#039;&#039;&#039; 00 00 00 -  visible&lt;br /&gt;
:0x&#039;&#039;&#039;02&#039;&#039;&#039; 00 00 00 -  disabled&lt;br /&gt;
:0x&#039;&#039;&#039;04&#039;&#039;&#039; 00 00 00 -  unknown&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x108 | int32    |FFC800| 00 00 03 00 | 0x030000          | style; the dialog styles above (at 0x110) and the following control specific styles can be used here:&lt;br /&gt;
if box:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 - draw text background&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;04&#039;&#039;&#039; 00 - draw text&lt;br /&gt;
&lt;br /&gt;
if button:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 -  draw button&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 -  draw button text&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;08&#039;&#039;&#039; 00 -  toggle button (like the ones used &amp;amp;quot;in game&amp;amp;quot; for help, diary etc.)&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;10&#039;&#039;&#039; 00 -  default button (the button that coresponds to the Enter key)&lt;br /&gt;
&lt;br /&gt;
if checkbox:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 - draw label&lt;br /&gt;
&lt;br /&gt;
if radiobutton:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 - draw label&lt;br /&gt;
&lt;br /&gt;
if edit field:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 - number only&lt;br /&gt;
&lt;br /&gt;
if listbox:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 -  draw scrollbar&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 -  alphabetical order&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;04&#039;&#039;&#039; 00 -  unselectable&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;08&#039;&#039;&#039; 00 -  contains text (without this it contains only &amp;amp;quot;custom&amp;amp;quot; data)&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;10&#039;&#039;&#039; 00 -  owner draw (the owner window will draw the list items)&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;20&#039;&#039;&#039; 00 -  draw file/folder icons &lt;br /&gt;
&lt;br /&gt;
if picture:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 - ignore the picture name; the displayed picture is set at runtime&lt;br /&gt;
&lt;br /&gt;
if popup menu&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;01&#039;&#039;&#039; 00 - use menu width; doesn&#039;t work&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 - ignore the menu name; the menu is set at runtime&lt;br /&gt;
&lt;br /&gt;
if text field:&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;02&#039;&#039;&#039; 00 -  horizontal text align &amp;amp;lt;nowiki&amp;amp;gt;=&amp;amp;lt;/nowiki&amp;amp;gt; center&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;04&#039;&#039;&#039; 00 -  horizontal text align &amp;amp;lt;nowiki&amp;amp;gt;=&amp;amp;lt;/nowiki&amp;amp;gt; right&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;10&#039;&#039;&#039; 00 -  vertical text align &amp;amp;lt;nowiki&amp;amp;gt;=&amp;amp;lt;/nowiki&amp;amp;gt; center&lt;br /&gt;
:0x00 00 &#039;&#039;&#039;80&#039;&#039;&#039; 00 -  owner draw (hides text)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x10C | int16    |C87C64| 5E 01       | 350              | x coordinate (relative to the top left corner of the window) }}&lt;br /&gt;
{{OBDtr| 0x10E | int16    |C87C64| E6 00       | 230              | y coordinate (relative to the top left corner of the window) }}&lt;br /&gt;
{{OBDtr| 0x110 | int16    |B0C3D4| B4 00       | 180              | width }}&lt;br /&gt;
{{OBDtr| 0x112 | int16    |B0C3D4| 28 00       | 40               | height }}&lt;br /&gt;
{{OBDtr| 0x114 | link32   |E7CEA5| 01 02 00 00 | 2                | link to 00002-Tahoma.[[OBD:TSFF|TSFF]]}}&lt;br /&gt;
{{OBDtr| 0x118 | int32    |FFDDDD| 01 00 00 00 | 1                | font option; the following options are possible:&lt;br /&gt;
:0 - normal font&lt;br /&gt;
:1 - &#039;&#039;&#039;bold&#039;&#039;&#039; font&lt;br /&gt;
:2 - &#039;&#039;italic&#039;&#039; font&lt;br /&gt;
}}&lt;br /&gt;
{{OBDtr| 0x11C | color32   |64AAAA| 00 7F FF FF | 0, 127, 255; 255 | font color (blue, green, red); transparency }}&lt;br /&gt;
{{OBDtr| 0x120 | int8      |EBEBEB| 01          | 1                | ignored }}&lt;br /&gt;
{{OBDtr| 0x121 | int8      |EBEBEB| 00          | 0                | ignored }}&lt;br /&gt;
{{OBDtr| 0x122 | int16     |8C8CCC| 0A 00       | 10               | font size (height) }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dialog ID&lt;br /&gt;
:Since Oni looks dialogs up by ID, changing them arbitrarily is not recommended.&lt;br /&gt;
;Visible flag (0x10C)&lt;br /&gt;
:A hidden/disabled window can&#039;t be activated from Oni, so if you hide the main menu, you&#039;ll have to shut down Oni from the Task Manager (or make it Blam ^^).&lt;br /&gt;
:With &amp;amp;quot;-noswitch&amp;amp;quot;, you can switch to other applications whenever the mouse pointer is visible in Oni.&lt;br /&gt;
;Item IDs (for this example)&lt;br /&gt;
:64 - &amp;amp;quot;new game&amp;amp;quot; window&lt;br /&gt;
:65 - &amp;amp;quot;load game&amp;amp;quot; window&lt;br /&gt;
:66 - &amp;amp;quot;options&amp;amp;quot; window&lt;br /&gt;
:67 - &amp;amp;quot;quit&amp;amp;quot; window&lt;br /&gt;
:68 - &amp;amp;quot;resume&amp;amp;quot; window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OBD_File_Footer|align=center|type=WMDD|prev=WMCL|next=WMM_|name=WM (Window Menu) Dialog Data|family=Global}}&lt;br /&gt;
&lt;br /&gt;
{{OBD}}&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=User_talk:Bobbysoon&amp;diff=17703</id>
		<title>User talk:Bobbysoon</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=User_talk:Bobbysoon&amp;diff=17703"/>
		<updated>2010-11-24T06:40:34Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ekipebu.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
=Iron Demon creation related=&lt;br /&gt;
==Model/Outline==&lt;br /&gt;
:Closest thing to a height comparison between Konoko and the original ID:&lt;br /&gt;
&lt;br /&gt;
:[[Image:Konoko%20runs%20from%20Iron%20Demon.jpg]] (I know, it&#039;s tiny)&lt;br /&gt;
&lt;br /&gt;
:The perspective there makes it hard to judge, but I&#039;d say the current model is basically the same height. What do y&#039;all think? --[[User:Iritscen|Iritscen]] 19:16, 5 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Okay, EdT encouraged me to look at the trailer shot of the ID in the RSB lobby, and he even wrote a script to set the relevant shot up in Oni, so here&#039;s a more useful comparison:&lt;br /&gt;
&lt;br /&gt;
::[[Image:1999_Trailer_ID_fight.jpg]]  [[Image:Iron%20Demon%20new%20size.jpg]]&lt;br /&gt;
&lt;br /&gt;
::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon&#039;s attention to the textures, notice how they are more &amp;amp;quot;weighty&amp;amp;quot; on the old ID. I think it&#039;s a combination of being a darker gray and having more &amp;amp;quot;shading&amp;amp;quot; built into the texture to make up for Oni&#039;s anemic lighting system. I know you weren&#039;t probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)&lt;br /&gt;
:::Ok, 127.5% it is then, and I&#039;ll render in shadows, and see about that darker grey. &lt;br /&gt;
:::[http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar ID TRBS dae TXMP_chest.rar] Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I&#039;ll shuffle around the TRMA and see. I &#039;&#039;tink&#039;&#039; I&#039;m losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.&lt;br /&gt;
:::--[[User:Bobbysoon|Bobbysoon]] 20:45, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I found the problem with the mixed up textures.  It has to do with the ID&#039;s parent-child relationship.&lt;br /&gt;
&lt;br /&gt;
:::: http://edt.oni2.net/temp/IDmisplaced.jpg&lt;br /&gt;
&lt;br /&gt;
:::::Re-ordered nodes, and fixed arm/biceps reference in TRMA: [http://www.filefront.com/14488981/level0_Final.rar/ TRBS, TRMA, and a couple TXMPs] - not that I re-rendered for the color correction yet. I modified the mesh of the body a little. How does it look? --[[User:Bobbysoon|Bobbysoon]]&lt;br /&gt;
&lt;br /&gt;
::::::I like the animated display on the back, nice touch. Although it is partway in the ground until EdT adjusts the height again, the larger ID seems to be more imposing. However, while EdT and I were comparing the new size to the original ID, we noticed some other discrepancies that probably were always there in the model you inherited. To wit:&lt;br /&gt;
&lt;br /&gt;
:::::::[[Image:Iron%20Demon%20forward%20old.jpg]]  [[Image:Iron%20Demon%20forward%20new.jpg]]&lt;br /&gt;
:::::#The first thing that jumped out at us in the first comparison is that the arms are further forward on the new model.&lt;br /&gt;
:::::#Also, the head is now larger and more square. In fact, the old face appears to taper in a diagonal line up towards the eye. This seems odd at first, but makes sense in terms of placing more of an emphasis on the eye as the foremost point on the head rather than just a circle set in a slab.&lt;br /&gt;
:::::#The forearms (the things with the barrels sticking out of them) are a bit thicker now.&lt;br /&gt;
:::::#:[[Image:1999_Trailer_ID_fight.jpg]]  [[Image:ID%20new%20new%20size%202.jpg]] (new ID has its feet below the floor)&lt;br /&gt;
:::::#From the walkway, one can see that the forearms used to have a flatter curve across the tops and taper off at the back. We think they&#039;re also shorter on the old ID, but obviously the tapering off of the arms is probably adding to that impression.&lt;br /&gt;
:::::#The head may be a tad wider now across the top, but it definitely used to taper off more at the back, on the old model.&lt;br /&gt;
&lt;br /&gt;
::::::Do you think you can fix these issues? I know they aren&#039;t your fault, sorry to make more work for you, but I think the ID will look sleeker with these changes. And let us know if you aren&#039;t seeing something the way we are. --[[User:Iritscen|Iritscen]] 22:06, 8 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::::My bad - I didn&#039;t like the concave on the rear tip&#039;s underside, and so I lopped it. Looks to me, with a better look at that pic on the left, that it should have instead been fleshed out under the tail.&lt;br /&gt;
:::::::The foot-shield-shell thing (aka: calf) side housing needs correction too, behind and along side the shin guard where the flame ports are.&lt;br /&gt;
:::::::I see what you mean about it&#039;s face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy towards the eye. Less slabby is good, but it&#039;s head is basic rounded square, face-on. &lt;br /&gt;
:::::::Now it looks too big. Thing is, it&#039;s kneeling in that pose. It can&#039;t drop down much more from there - whereas, the original one is up and walking. &lt;br /&gt;
:::::::and I just exported animations for it too  ): - [http://www.youtube.com/watch?v=ht7KrEaImzo youtube] good exercise anyhow --[[User:Bobbysoon|Bobbysoon]]&lt;br /&gt;
&lt;br /&gt;
::::::::The walking animation is awesome! Can&#039;t wait to try it in the game. [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
::::::Just to add a little more information, if you look at the following screenshot:&lt;br /&gt;
::::::http://edt.oni2.net/temp/ID_Size.jpg&lt;br /&gt;
::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID&#039;s depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
:::::::Nice comparisons, btw. Excellent feedback, all. This definately gives me something to work with&lt;br /&gt;
:::::::Now, about the scale... on a scale of original to 130%? --[[User:Bobbysoon|Bobbysoon]]&lt;br /&gt;
&lt;br /&gt;
::::::::Don&#039;t know if anyone else can say anything about scale, but for me, because the proportions of the ID will change when those corrections are made, I don&#039;t think I will be able to accurately compare the current model&#039;s scale to the old one until then.&lt;br /&gt;
::::::::My general impression, though, is that the current model&#039;s top is too large, but that the feet are fine. So if one focuses first on the top, the whole model seems too large, but if one starts at the feet, the conclusion one reaches is that the head and arms are too big. I&#039;ve been viewing things from the &amp;amp;quot;feet first&amp;amp;quot; perspective, which is why I listed a bunch of &amp;amp;quot;make this smaller&amp;amp;quot; corrections for the top half and none for the feet. The other approach would of course be to scale the &amp;amp;lt;u&amp;amp;gt;whole&amp;amp;lt;/u&amp;amp;gt; thing down and then scale the feet &amp;amp;lt;u&amp;amp;gt;up&amp;amp;lt;/u&amp;amp;gt;. But I figured, &amp;amp;quot;Let&#039;s use the feet as our standard ruler and modify what is out of proportion to the feet&amp;amp;quot;.&lt;br /&gt;
::::::::P.S.: I take back what I said about the head width in #5, there&#039;s no way it&#039;s too wide across the top. But it&#039;s definitely longer than the old head. As I mentioned, adding some kind of tapering from underneath on the back of the head will probably help too. --[[User:Iritscen|Iritscen]] 18:35, 9 September 2009 (UTC)&lt;br /&gt;
::::::::::I disagree with your taking back #5 - I think it is a bit too wide, and I think it&#039;s only thicker along the back half of it&#039;s top in the video. It does look to me like the wings/arm-shields are meant to appear as being part of the body - that the wing&#039;s base tapers into the body.  --[[User:Bobbysoon|Bobbysoon]] 05:31, 12 September 2009 (UTC)&lt;br /&gt;
:::::::::::Re: #5, you might be right about me being right before I said was wrong :D  As for the arm-shields, you&#039;re right; I can see in that movie of yours that they angle into the body in the original model, rather than being straight panels (the whole shields are also slanted a bit more vertically). Hopefully we&#039;ve finally figured it all out now. --[[User:Iritscen|Iritscen]] 15:01, 12 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::Aknowleged. &lt;br /&gt;
:::::::::I made this to get a better look at the trailer&#039;s ID clips: [http://www.youtube.com/watch?v=STMMqcpJuB0 ID clips in slow-motion] One thing I noticed is the &#039;dynamo&#039;/fannypack should be shorter by about half.  --[[User:Bobbysoon|Bobbysoon]] 22:46, 10 September 2009 (UTC)&lt;br /&gt;
::::::::::Indeed, good catch. It will look better when it&#039;s shorter, too. --[[User:Iritscen|Iritscen]] 23:57, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I really like this one. It puts to use the otherwise ambiguous tail tip thing on the ID&#039;s body, but it&#039;s clearly different from the one in the trailer.&lt;br /&gt;
&lt;br /&gt;
I think it looks better with the arms back, but I understand we&#039;re trying to hone in on the one seen in the trailer. What do you guys think? --[[User:Bobbysoon|Bobbysoon]]&lt;br /&gt;
&lt;br /&gt;
[[Image:OniBattle.jpg]]&lt;br /&gt;
&lt;br /&gt;
:Hmm, it doesn&#039;t look that different to me, overall. What do you mean about the &amp;amp;quot;tail tip thing&amp;amp;quot;?&lt;br /&gt;
:As for the arms, not sure I understood what you meant. They are further back here than on our model, but that matches the trailer model, doesn&#039;t it? --[[User:Iritscen|Iritscen]] 01:41, 21 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I mean the upper arms. In the trailer, the arms are mounted to the body. In this pic, they&#039;re mounted to the tail thing. --[[User:Bobbysoon|Bobbysoon]] 03:00, 21 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Oh, I see. Interesting. That doesn&#039;t look too bad, in Mullins&#039; painting. Looking again at the other reference pics, are we sure that the original model didn&#039;t actually have the arms mounted that far back? Since we can see that the &amp;amp;lt;u&amp;amp;gt;cannons&amp;amp;lt;/u&amp;amp;gt; (or forearms) are mounted further back on the original, and our model has a longer &amp;amp;quot;body&amp;amp;quot; piece than the original, might the arms not actually be attached behind the body on the original? That being said, Mullins seems to have the arms mounted on the tail at the very top, and they&#039;re pretty clearly lower on the trailer ID. --[[User:Iritscen|Iritscen]] 14:30, 21 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The arms appear to me to be mounted into mid-torso in the trailer, judging by later frames of the clip with it advancing straight at you, but it&#039;s hard to tell. &lt;br /&gt;
::::Consider also that much else in the game has changed from what&#039;s seen in the trailer to final release.&lt;br /&gt;
::::Basically, I&#039;m hoping for a compromise which would allow us to implement specifically the tail as arm-base design.&lt;br /&gt;
:::: --[[User:Bobbysoon|Bobbysoon]] 18:14, 21 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I could always send an email to Okita\Lorianne and see what they remember. :) [[User:Gumby|Gumby]] 18:40, 21 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Couldn&#039;t hurt, right? Maybe they got something interesting laying around, like the original model :p --[[User:Bobbysoon|Bobbysoon]] 00:10, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I am pretty sure that they won&#039;t remember anything, that they don&#039;t have the original model, and that we&#039;ll be annoying them. You wouldn&#039;t know this, bobby, but they&#039;ve already been written a good number of times. --[[User:Iritscen|Iritscen]] 00:40, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Let&#039;s not and say we did ^_^. I&#039;m fine personally with the arms being attached in back, although I would think this will require a little more work, since right now the arms just go into the body with no &amp;amp;quot;bridging&amp;amp;quot; detail, and if the backs of the arms are exposed, that might look odd without adding  a joint or connector of some kind where the arm attaches to the tail. --[[User:Iritscen|Iritscen]] 20:08, 21 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I was thinking joint connector too - something like this:&lt;br /&gt;
:::::::http://i176.photobucket.com/albums/w161/bobbysoon/IDtailjointa.jpg&lt;br /&gt;
:::::::--[[User:Bobbysoon|Bobbysoon]] 00:10, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::You&#039;re ahead of me, good. :-) Yeah, that&#039;s just the kind of thing we&#039;ll need. --[[User:Iritscen|Iritscen]] 00:40, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::TRBS and TXMPs are on the way... --[[User:Bobbysoon|Bobbysoon]] 06:18, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Good to hear from you bobby, and I&#039;m glad that you still found some time to work on this. We knew you were busy and were trying to resist the urge to bother you for an update ^_^. Okay, so the model looks new and improved in our 3D apps, but when we take it into Oni, we get this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Iron%20Demon%20textures%20misapplied.jpg]]&lt;br /&gt;
&lt;br /&gt;
EdT inspected the TRMA and the DAE and couldn&#039;t find the problem. Hopefully this issue rings a bell with you and you can guess why it happened, because we&#039;re stumped at the moment -- is it a result of rearranging the use of the 19 bones in the model? Did you make a new UV map that OniSplit might have an issue with for some reason?&lt;br /&gt;
:Fixed [http://www.filefront.com/14765749/TRMAiron_demon.oni TRMAiron_demon.oni]. I think it was the material order. I re-arranged the TRMA&#039;s references. --[[User:Bobbysoon|Bobbysoon]] 17:36, 21 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Looks good, though the order of the TXMP links are different from the normal order. [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
::http://edt.oni2.net/images/IDTRMAfixed.jpg&lt;br /&gt;
&lt;br /&gt;
:::To me, it looks a bit too organic\cartoony. Not really menacing...it might just be the rerendered textures or the angle though. Maybe adding some sharper lines to it would help. Just my humble opinion. [[User:Gumby|Gumby]] 06:49, 22 October 2009 (UTC)&lt;br /&gt;
::::I see what you mean, Gumby, I hadn&#039;t consciously thought that before but I did think to myself that it was shaded very softly. Does this model have smoothed normals? Because we probably don&#039;t want that on a mechanical model, right? --[[User:Iritscen|Iritscen]] 12:54, 22 October 2009 (UTC)&lt;br /&gt;
:::::It has smoothing groups applied. I haven&#039;t yet gotten into vertex normals. --[[User:bobbysoon|bobbysoon]]&lt;br /&gt;
::::::Hmm, smoothing groups... that could be what is making it feel a bit soft. Also, and this is probably a question for EdT, were this model&#039;s normals smoothed during import with OniSplit? I think the option &amp;amp;quot;-normals&amp;amp;quot; has to be used, but I want to make sure. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)&lt;br /&gt;
:::::::I used the TRBSiron_demon.oni that Bobby included in his latest update.  So that question goes back to Bobby. :-) [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides that obvious issue, we are liking the changes in almost all cases. However, some new information has come to light about the &amp;amp;quot;fanny pack&amp;amp;quot;, which we had previously agreed you should make smaller. Alex Okita informed us that it was going to be the ID&#039;s weak point. I don&#039;t know yet if we will be going with that original intent in our design of the ID fight, but I think we should at least leave it as a possibility. That means we should probably bring it up a lot closer to the original size in 17secs&#039; model. It did seem to be larger in his model than it was in the trailer, but now it might be even smaller than the one in the trailer, and, in light of this new information, I&#039;m sure you agree that we want to get it as close to the trailer size as possible, since we&#039;re now talking about a (potentially) critical piece of the model. --[[User:Iritscen|Iritscen]] 04:06, 20 October 2009 (UTC)&lt;br /&gt;
:I had been thinking the control pad would be a good weak point, and it&#039;d be a challenge to hit. But I could rescale that part. What kind of rescaling are we talking about? --[[User:Bobbysoon|Bobbysoon]] 01:34, 25 October 2009 (UTC)&lt;br /&gt;
::&#039;&#039;&amp;amp;quot;What kind of rescaling are we talking about?&amp;amp;quot;&#039;&#039; I was localizing images that are externally-linked to from the wiki the other day when I came across this one that isn&#039;t in the collection on your user page:&lt;br /&gt;
&lt;br /&gt;
::http://ssg.oni2.net/subfold/oldpics/images/oni_10.jpg&lt;br /&gt;
&lt;br /&gt;
::To me, it looks like 17secs was actually pretty much on the money with the &amp;amp;quot;the big drums of ammo hanging from its butt&amp;amp;quot; (I neglected to mention before that Okita told us that&#039;s what they were, hence why BW planned on them being a weak point). So, unless it&#039;s just me, it looks like the drum was supposed to be that big after all. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Loser and I had a chat and came up with a tentative plan for the ID&#039;s weapons:&lt;br /&gt;
* What weapons will the mech have?&lt;br /&gt;
:* The chainguns, obviously. Per a chat with EdT, we should be able to give the ID infinite ammo to we don&#039;t have to worry about reloading.&lt;br /&gt;
:* Homing missile launcher. Keeps Konoko on her toes even when she isn&#039;t in the ID&#039;s sights.&lt;br /&gt;
:* Gas grenade launcher. For when the mech does not have a line of sight to the enemy but knows where they are hiding and wants to smoke them out. The gas is toxic enough that you won&#039;t want to hang around if a &#039;nade gets lobbed next to the thing you&#039;re hiding behind.&lt;br /&gt;
:* Flamethrower. A close- or mid-range attack if the player lets the ID get too close, or stupidly charges the ID to get inside the range of its chainguns.&lt;br /&gt;
:* Tesla discharge field. Another close-range attack (for story purposes it could be a defense against people who would try to get into the mech). Used alternatingly in place of flamethrower or else at even closer distances. Forms a sphere of electricity around the mech.&lt;br /&gt;
&lt;br /&gt;
* Where will the weapons be on the mech?&lt;br /&gt;
:* Chainguns are a &amp;amp;quot;duh&amp;amp;quot;, but what about the other weapons? (Edit: Actually, Loser brought up the idea of making the barrels PAR3s attached to the model, so they can rotate when they fire, is that doable?)&lt;br /&gt;
:* The homing missile launcher could be mounted on the back of the ID, pointing up (could be a simple hole in the existing model&#039;s upper back) because it would allow firing in all directions, and also, it would simply look cool for the missile to fire up, and come arcing down to chase Konoko around corners as she runs.&lt;br /&gt;
:* The chin gun (is it still there?) could be altered to look like it can fire gas grenades.&lt;br /&gt;
:* The flamethrower should be placed low on the body, since flames rise. Perhaps we can use the holes in the leg plates for this. By simply adding hoses that attach from the back of the holes to the feet, we would demonstrate where the fuel comes from ([[:Image:Iron%20Demon%20plus%20hoses.jpg|incredibly crude sample illustration]]).&lt;br /&gt;
:* The electric field doesn&#039;t need to be based in some physical aspect of the model (but personally I wonder what that [[wikipedia:Dynamo|cylinder]] attached to its back with warning stripes does...) :-3 --[[User:Iritscen|Iritscen]] 21:30, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve made the chainguns the wrists, centered to spin. The wrists are the large forarms. The biceps are the arm-axis under the shield, and the shoulders are the shields over the arms, which are linked to the neck, &#039;cause that&#039;s how I found it...&lt;br /&gt;
:Some recoil can occur with the whole arm kicking back 5 degrees or so&lt;br /&gt;
:I did drop the gunpod, but I&#039;m expecting to rework the model and textures again for such accommodations&lt;br /&gt;
:I&#039;ve made TRBS and TXMPs. Next, an idle animation&lt;br /&gt;
:*What&#039;s the simplest way to get this in-game?&lt;br /&gt;
:*What&#039;s with the %2Fs in the names? I see in the xml those names imply folders. are those necessary?&lt;br /&gt;
:*Maybe I should just upload the [http://www.filefront.com/14467707/_IronDemon-dae.rar/ dae] and [http://www.filefront.com/14467713/images.rar/ tga] and let you guys get it in game properly&lt;br /&gt;
&lt;br /&gt;
Hey, I was wondering, could you place a gun pod\barrel of some sort (for missles or grenades or whatever) on the ID&#039;s right arm? [[User:Gumby|Gumby]] 07:13, 26 September 2009 (UTC)&lt;br /&gt;
:I think we need to wait until we start testing the ID in-game and finalizing the gameplay design before we know what to do about the grenade launcher, so let&#039;s come back to this idea later. --[[User:Iritscen|Iritscen]] 04:06, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==TRAM Discussion==&lt;br /&gt;
&lt;br /&gt;
So close: &lt;br /&gt;
&lt;br /&gt;
EDIT Removed old screenshot showing Iron Demon partly in the ground.  Error in TRAM data.&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He&#039;s sitting on his root node. It&#039;s feet are at ground level in 3dsworld - is it like that because it doesn&#039;t have an idle animation? Or is that because was I wrong about the neck.shoulders linkage? I&#039;m only 90% positive about that one&lt;br /&gt;
&lt;br /&gt;
Sorry, I&#039;ll get you a replacement dae with correct texture names soon as 3ds doesn&#039;t crash when I export dae DX&lt;br /&gt;
&lt;br /&gt;
Re-rendering those textures really did a number on them, didn&#039;t it?&lt;br /&gt;
--[[User:Bobbysoon|Bobbysoon]] 03:57, 5 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bobbysoon,&lt;br /&gt;
&lt;br /&gt;
Corrected TRAM heights (well its still slightly off the ground but I ran out of time):&lt;br /&gt;
&lt;br /&gt;
http://edt.oni2.net/images/bobbysoon_ID.jpg&lt;br /&gt;
&lt;br /&gt;
Here is a package for your Iron Demon, there is a read me with instructions: http://edt.oni2.net/temp/Iron_Demon_Package.zip&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry about the names of the textures, I took care of that.  I have included idle, run, walk animations.  All of them have no rotation of the body parts, so the Iron Demon moves as a single object.  So currently, the ID will follow you around and if you shapeshift to the ID you can move around.&lt;br /&gt;
&lt;br /&gt;
Great job on the Iron Demon.&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
:I guess the next step is to get a walking animation made, eh? --[[User:Iritscen|Iritscen]] 15:58, 5 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks, and thanks for the package - exactly what I needed&lt;br /&gt;
I somehow compromised my 3ds file, but extracting from that last -create:trbs solves that. Animatin time&lt;br /&gt;
&lt;br /&gt;
==Explosion Discussion==&lt;br /&gt;
&lt;br /&gt;
WOOT!  The Iron Demon goes boom: http://edt.oni2.net/temp/ID_Boom.wmv&lt;br /&gt;
&lt;br /&gt;
[[User:EdT|EdT]]&lt;br /&gt;
:Pretty cool, EdT -- now, is that the explosion we were looking at yesterday? Because I don&#039;t see any smoking debris flying away from the scene.... --[[User:Iritscen|Iritscen]] 19:20, 5 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Updated the video with the full power of the env_bomb_e01 particle.  I couldn&#039;t get it to work on its own, so I used the mad_e01 (Mad Bomber&#039;s particle) as the basis, they copied the links from the env_bomb to mad_e01, the last explosion is from the mad bomber&#039;s particle, so sometimes, you can see the boot as one of the debries :-)  [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
:::Looking great. I am inclined to say that we should actually drop the shockwave effect, as it seems inappropriate for a smallish mech&#039;s destruction. The explosion was intended for a powerful bomb that damages BGI HQ, after all, so I think the shockwave is a tad overkill for the ID. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I like the shockwave myself, though it could be downsized a little bit. Also, make the fire particles match closer to the actual mech&#039;s size. Thiugh it might be fine with the resize it needs anyways. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Well, if the shockwave could just not sweep over the entire map, I would be happier. Would it look good, though, if it faded out before getting really huge? I don&#039;t know how else we would make it smaller. --[[User:Iritscen|Iritscen]] 16:36, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::I had a chat with Loser yesterday and he will work on the explosion.  So we can leave it in his hands :-) [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
::::::I didn&#039;t realize it was that huge. Just add the &amp;amp;lt;FadeToDeath&amp;amp;gt; tag (or whatever its called) to the &amp;amp;lt;Start&amp;amp;gt; tag of the particle. [[User:Gumby|Gumby]] 17:59, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[http://http.loser.oni2.net/Anniversary/ID_explo_final_more_debris.zip HERE] are files for Iron Demon explosion. Video demonstration [http://http.loser.oni2.net/Videos/ID_explo_final.wmv HERE]. UPDATED FILES - more debris is spawned and it flies a bit slower than before ( didn&#039;t like it )&lt;br /&gt;
:I have read that Iron demon was scaled. Somebody will have to scale &amp;amp;quot;torn off&amp;amp;quot; particles and position them so they spawn at respective places to make it look like these are really torn &amp;amp;quot;arms&amp;amp;quot; and &amp;amp;quot;legs&amp;amp;quot; of Iron Demon.&lt;br /&gt;
::ID_explo_e02 - here you can set positions ( in respective emitters ) where &amp;amp;quot;torn off parts&amp;amp;quot; particles are spawned. &lt;br /&gt;
::ID_explo_p03 - torn off arms&lt;br /&gt;
::ID:explo_p04 - torn off foot which is standing then explodes&lt;br /&gt;
::ID_explo_p05 - torn off foot which is insanely riding around then explodes&lt;br /&gt;
&lt;br /&gt;
That should be all you have to resize, rest should fit even if ID model is a bit larger. --[[User:Loser|Loser]] 19:54, 13 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wow, thats really cool! Nice work! Is there a death animation we can give it? I think a shaking/spazzing animation would be good.  --[[User:Bobbysoon|Bobbysoon]] 20:30, 13 September 2009 (UTC)&lt;br /&gt;
:::That is up to you ( you are animation artist ^_^ ). I can only tell you that when killed by particle attacks ( shots/blasts), engine looks for animation knockdown_head or for blownup animation. But since Iron Demon is going to have permanent &amp;amp;quot;canttouchthis&amp;amp;quot; ( so cannot be thrown or knockdowned ) it will be a bit easier. Make some nice death animation and give it to ID as its knockdown_head and blownup AnimType animations. That should be enough.&lt;br /&gt;
&lt;br /&gt;
:: Awesome work!  Thank you so much!  My version of the Boom video: http://edt.oni2.net/temp/ID_Boom2.wmv  [[User:EdT|EdT]]&lt;br /&gt;
:::Looks like you enjoy it ^_^&lt;br /&gt;
&lt;br /&gt;
==Animation Discussion==&lt;br /&gt;
moved to [[User_talk:Bobbysoon/Animation_Discussion]]&lt;br /&gt;
&lt;br /&gt;
= Forumish disorder =&lt;br /&gt;
&amp;amp;lt;span style=&amp;amp;quot;color:#808080&amp;amp;quot;&amp;amp;gt;I see, in the [http://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it&#039;s right arm. How do we do this?&amp;amp;lt;/span&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Bobbysoon|Bobbysoon]] 20:53, 31 August 2009 (UTC)&lt;br /&gt;
:Just attach the barrel to the arm. No need to worry about the weapon varients, as the demon probably won&#039;t use a real gun. As I said below, a dummy weapon will be the way to go. I&#039;ll do all of the particle work. [[User:Gumby|Gumby]] 21:45, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Rather than guess, I&#039;ll let someone more knowledgeable answer the modeling questions. I don&#039;t know of the Iron Demon appearing anywhere else beyond what is found on the [[Iron Demon]] page. I&#039;m pretty sure there&#039;s no video of it, at the very least (unless you count [http://www.youtube.com/watch?v=sa-h6lXQ-p4 this] fan product). As to the Iron Demon&#039;s secondary weapon, it seems to be the early Scram Cannon that Konoko is using at 1:05 and 1:54. It might make more sense to have an alternate-firing mode that uses built-in rocket launchers on the arms, rather than trying to reproduce the gun they tacked somewhat strangely onto the model in the trailer. As to how to give the ID distinct weapons and cordon them off from the weapons that other characters can cycle through (and vice versa), that&#039;s a good question I hadn&#039;t thought of, but I know EdT was looking into the weapon side of things.... --[[User:Iritscen|Iritscen]] 20:44, 31 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
perhaps we could improve upon it&#039;s wielding of a weapon, such as an aesthetically appealing port/clamp, if built-in and not dropping weapons aren&#039;t possible --[[User:Bobbysoon|Bobbysoon]] 21:01, 31 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think you&#039;re going to be the trailblazer in this area of Oni Modding. :-) I have limited experience with 3D models, so I don&#039;t know if the hierarchy can be changed, but my guess is that you can&#039;t. The Oni engine is probably expecting a certain parent child relationship with each of the body parts.  As regards the names, I suppose you could make a quick test of a current model, change the part names and see what happens. [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
::You should be able to rename the bones, the names are used by OniSplit only to ensure that the children of a bone have the same order as in the original Oni skeleton. As for changing the hierarchy, hmm, that should work in theory, after all that&#039;s why [[TRIA]] exists. However in practice the engine might use hard coded bone indices. For example I have no idea how the engine knows which bone to attach a weapon to, it&#039;s not like in [[TRIA]] or somewhere else there&#039;s a flags that tells &amp;amp;quot;this is the right hand&amp;amp;quot;. [[User:Neo|Neo]]&lt;br /&gt;
:::If all else fails, we can use particle based attacks. We could have up to six different attacks (P, K, J+P, J+K, C+P, C+K), or more if we utilized the combo system sneakily, so its not a huge problem. Recoil would be accomplished with a custom attack animation. These &amp;amp;quot;weapons&amp;amp;quot; would be completely built in though. I&#039;m not sure how we would accomplish aiming though. The other possibility is to give it a dummy weapon and give the recoil animations particle attacks. We would be limited to two aiming attacks and two non aiming attacks though. (Using primary fire, secondary fire, jump, and crouch). We can burn those bridges when we come to them I suppose. When I get home I&#039;ll have to test out some AI behavior. Also, an image of the bone structure you are using might be nice. Having extra bones for a &amp;amp;quot;vulnerable&amp;amp;quot; part or retractable weapon would be cool. [[User:Gumby|Gumby]] 14:19, 1 September 2009 (UTC)&lt;br /&gt;
::::Vulnerable parts might also be doable with 3D particles. --[[User:Iritscen|Iritscen]] 16:03, 1 September 2009 (UTC)&lt;br /&gt;
:::::Negatory. The only way to do it is with a seperate eye\head bone. [[User:Gumby|Gumby]] 21:40, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*pelvis&lt;br /&gt;
**thighs&lt;br /&gt;
***boots&lt;br /&gt;
****feet&lt;br /&gt;
**body&lt;br /&gt;
***cannons&lt;br /&gt;
****cannon barrels&lt;br /&gt;
***gunpod arm&lt;br /&gt;
****gunpod&lt;br /&gt;
*****gunpod barrel&lt;br /&gt;
*remaining nodes:4, or 5 - I don&#039;t think the gunpod really needs recoil action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I found out how to render new textures from the old ones! Yay! Usefull when re-grouping mesh parts&lt;br /&gt;
--[[User:Bobbysoon|Bobbysoon]] 21:36, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Looks good. Might I suggest an actual head so it can turn and look at things? [[User:Gumby|Gumby]] 21:40, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That would be it&#039;s body, assuming the red thing on it&#039;s front is it&#039;s eye [[User:Bobbysoon|Bobbysoon]] 23:01, 1 September 2009 (UTC)&lt;br /&gt;
::For proof that the torso&#039;s also the &amp;amp;quot;head&amp;amp;quot;, or face, see the collage of Lorraine&#039;s face portraits [[:Image:Oni_Faces.jpg|here]]. :-3 --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)&lt;br /&gt;
::It appears to be rotated. So then, the eye is it&#039;s head --[[User:Bobbysoon|Bobbysoon]] 01:41, 3 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Comments from geyser, by email to EdT:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;quot;&lt;br /&gt;
Note that, during an animation, bones can only *rotate*&lt;br /&gt;
with respect to each other, so parallel shift, like recoil&lt;br /&gt;
or a retractable gun pod, can only be implemented in a&lt;br /&gt;
rather hackish way (as a rotation with respect to a center&lt;br /&gt;
that is very far away from the character&#039;s body parts). I&#039;d&lt;br /&gt;
rather suggest to forget about the chin-mounted cannon&lt;br /&gt;
(which is an original invention by Seventeen Seconds,&lt;br /&gt;
and doesn&#039;t really put the chainguns to shame at all).&lt;br /&gt;
It may be useful to compensate for the Iron Demon&#039;s&lt;br /&gt;
limited ability to rotate, but the point is moot in the&lt;br /&gt;
absence of any animation at all. Forget it for now.&lt;br /&gt;
&lt;br /&gt;
As for the chainguns, I&#039;d allow them to rotate on their&lt;br /&gt;
long axis, just the way miniguns or Gatling guns do.&lt;br /&gt;
Note that in the original concept the guns have three&lt;br /&gt;
barrels each, as opposed to 17secs&#039;s rendition, and&lt;br /&gt;
I think we should bring back that aspect of the model.&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s too early to think of the weapons, anyway.&lt;br /&gt;
There&#039;s plenty of stuff to do on the animation front.&lt;br /&gt;
&lt;br /&gt;
2)&lt;br /&gt;
Bobbysoon&#039;s comment on inconsistent units is relevant,&lt;br /&gt;
but incorrect. Oni&#039;s world units are decimeters, and so is&lt;br /&gt;
the output of OniSplit: centimeters have nothing to do with&lt;br /&gt;
it. The problem is that early versions of the exporter got the&lt;br /&gt;
the meaning of the &amp;amp;quot;meter&amp;amp;quot; factor wrong. This will be fixed.&lt;br /&gt;
&lt;br /&gt;
3)&lt;br /&gt;
I wouldn&#039;t spend any time on weapons right now. The Iron&lt;br /&gt;
Demon is worthless unless it has a convincing walk/turn&lt;br /&gt;
mechanism. And if he is essentially a stationary turret,&lt;br /&gt;
then weapon attachment is a snap anyway (cf camera).&lt;br /&gt;
Therefore I suggest you guys concentrate on the lower&lt;br /&gt;
body animation (shifting weight from one leg to the other,&lt;br /&gt;
walking, turning, stomping/kicking/shockwave attacks).&lt;br /&gt;
&lt;br /&gt;
The upper body can be kept rigid at this point, and its&lt;br /&gt;
hierarchy is irrelevant. I&#039;d keep it consistent with Oni&#039;s&lt;br /&gt;
generic skeleton, though, because Neo is right about&lt;br /&gt;
the weapon attachment: the bone index is determined&lt;br /&gt;
based on a mere flag in ONCC settings. The position&lt;br /&gt;
of the gun is snapped to the bone that has either the&lt;br /&gt;
index 18 or 14: this is hardcoded, and the best way&lt;br /&gt;
to ensure predictable behavior is to keep everything&lt;br /&gt;
consistent with the generic hierarchy of body parts.&lt;br /&gt;
Likewise, renaming bones is a bad idea, especially&lt;br /&gt;
if it&#039;s only a matter of personal convenience. Point&lt;br /&gt;
is, the modeling tool will sort siblings by name and&lt;br /&gt;
this will affect their order in the COLLADA file, and&lt;br /&gt;
this in turn will affect the order in which the bones&lt;br /&gt;
are stored in Oni, hence, again, a possibly broken&lt;br /&gt;
weapon attachment. Unless Bobbysoon is already&lt;br /&gt;
quite confident with the rigging and animating of&lt;br /&gt;
Oni&#039;s regular humanoids, I wouldn&#039;t advise him to&lt;br /&gt;
seek out any customization at all; it just isn&#039;t fair.&lt;br /&gt;
If he sticks to the usual bone names and hierarchy,&lt;br /&gt;
everything should be fine.&lt;br /&gt;
&lt;br /&gt;
4)&lt;br /&gt;
I understand that Bobbysoon feels like modifying the&lt;br /&gt;
hierarchy of the skeleton, but this can and must be&lt;br /&gt;
avoided. The structure of the upper body is actually&lt;br /&gt;
quite rigid, and the animations will be few, so it is&lt;br /&gt;
quite possible (although not necessarily intuitive) to&lt;br /&gt;
design an animation scheme that is consistent with&lt;br /&gt;
the topology of Oni&#039;s generic &amp;amp;quot;humanoid&amp;amp;quot; skeleton.&lt;br /&gt;
The relative placement of the body parts will require&lt;br /&gt;
some creativity, as well as all the relative rotations,&lt;br /&gt;
but modifying the hierarchy is right out of question,&lt;br /&gt;
at least until Neo or I write up something definitive&lt;br /&gt;
about weapon attachment and aiming screens: it&lt;br /&gt;
is important to understand that the basic animating&lt;br /&gt;
will involve aiming screens and turning animations;&lt;br /&gt;
Bobbysoon should come to terms with this ASAP.&lt;br /&gt;
&lt;br /&gt;
Bottom line: keep the upper body rigid, and focus&lt;br /&gt;
on the lower body. Start with weight-shifting from&lt;br /&gt;
one leg to the other, because that will be the main&lt;br /&gt;
ingredient of walking for a robot of that size (hence&lt;br /&gt;
the massive feet), and also of aiming and turning.&lt;br /&gt;
I might provide some illustrations of what I mean,&lt;br /&gt;
but I have no clear idea of my free time right now.&lt;br /&gt;
&lt;br /&gt;
5)&lt;br /&gt;
Another thing that needs to be done is cosmetics.&lt;br /&gt;
Seventeen Seconds&#039;s model has some non-planar&lt;br /&gt;
quads that have been triangulated in inconsistent&lt;br /&gt;
ways on the left and right side of the model: these&lt;br /&gt;
should be fixed. More generally, normals will need&lt;br /&gt;
some more work: they should be recomputed using&lt;br /&gt;
hard edges where appropriate, and also angle-based&lt;br /&gt;
weights for adjacent polygons, for a better look ^_^&lt;br /&gt;
&lt;br /&gt;
I know this is overly technical, but Bobbysoon may&lt;br /&gt;
know what I&#039;m talking about. I&#039;m not sure 3DS Max&lt;br /&gt;
supports angle-weighted normals; Mod Tool does.&amp;amp;quot; -- [[User:EdT|EdT]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Were you taking notes, Bobbysoon? There will be a test later :0) Anyway, I just wanted to throw some thoughts out there:&lt;br /&gt;
:* Let&#039;s not forget the unused walking sounds for the Iron Demon once we have an animation: [http://iritscen.oni2.net/temp/ID_sounds.zip].&lt;br /&gt;
:* I think the Iron Demon definitely needs an additional weapon beyond the chainguns. We have to think ahead about that now, as it will affect the model. I propose a heat-seeking missile pod on the back, pointing upward. This would prevent the battle from becoming a simple game of &amp;amp;quot;stay out of the ID&#039;s line of sight&amp;amp;quot; and throw a wild card out there once in a while for Konoko to deal with. Assuming we can train the AI to use it correctly.&lt;br /&gt;
:* Has anyone given thought to the fact that the two guns are parallel to each other?  This means that aiming at a point in-between the guns is impossible unless the arms can turn inward and outward. More obviously, the arms also need upward-downward range, in case Konoko is fighting it from a walkway like in the trailer.&lt;br /&gt;
:All that being said, I agree with geyser that walking should probably be the priority. --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The eye will be it&#039;s head then. Sounds good to me. I&#039;ll model it a sphere, unless it should be uv animated? Is that possible?&lt;br /&gt;
&lt;br /&gt;
*I think I&#039;ve fixed it&#039;s geometry errors, but we&#039;ll see&lt;br /&gt;
&lt;br /&gt;
*How does this look?  [http://i176.photobucket.com/albums/w161/bobbysoon/Gatling.jpg Gatling] That added some polys. Now it&#039;s at 3004 triangles, 1615 verts&lt;br /&gt;
&lt;br /&gt;
*ColladaMAX has an option to export normals. I got a basic idea of what they&#039;re about - I think I&#039;d need to calculate them somehow (i think i&#039;ve seen a script for this) after applying smoothing groups. I&#039;m not too great with the smoothing though.&lt;br /&gt;
&lt;br /&gt;
*I&#039;ll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=. &lt;br /&gt;
&lt;br /&gt;
*the TRAS aiming screen closely resembles a section of Halo&#039;s model_animations tag. [http://wiki.oni2.net/OBD:TRAS This] in Oni is like [http://forum.halomaps.org/index.cfm?page=topic&amp;amp;amp;topicID=24629 this] in Halo, which I&#039;ve done. &lt;br /&gt;
*:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo&#039;s engine may be useful with oni.&lt;br /&gt;
&lt;br /&gt;
*could ai weapon systems be attached to the ID? Or devices? I&#039;m guessing the Deadly Brain was a device. A similar device (in function, not form of course) would be interesting&lt;br /&gt;
&lt;br /&gt;
*If at all possible, but probably infeasable, I thought it might be interesting to have the chin pod be a lasor that paints a dot, which the rockets home in on. Could a projectile impact (the painted dot) spawn a character of a 3rd team? The missile pod would be a 4th team, out to get only the 3rd team. &lt;br /&gt;
&lt;br /&gt;
*having the cannons be attached characters could also solve the parallel barrels problem. Not that it&#039;s a problem if the rounds are explosive!&lt;br /&gt;
&lt;br /&gt;
--[[User:Bobbysoon|Bobbysoon]] 01:41, 3 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:*There&#039;s no capacity in Oni for animated UV maps AFAIK, although animated textures are possible (but on people? not totally sure).&lt;br /&gt;
:*The gatlings look great to me. The polys/verts sound fine.&lt;br /&gt;
:*geyser&#039;s point 5 is rather nitpicky, so if it&#039;s labor-intensive, don&#039;t knock yourself out worrying about normals on a model with such minimalist texturing, it can&#039;t be that noticeable of a difference, can it?&lt;br /&gt;
:*Sorry, I didn&#039;t get your question about an AI being attached to the ID; I mean, it will definitely have some AI profile or else it won&#039;t do anything, but beyond that, you lost me.&lt;br /&gt;
:*The laser sounds tricky, but fake characters may not even be needed to pull it off; Oni&#039;s particle system is probably the most sophisticated part of the engine, so perhaps the laser dot particle can attract the missile particle. However, in terms of gameplay, it seems that it would defeat the purpose of the homing missile if the ID had to face a location to aim a missile there. Then we&#039;re back to just staying out of its sights all the time. Well, that&#039;s my opinion, anyway.&lt;br /&gt;
:--[[User:Iritscen|Iritscen]] 02:57, 3 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::*I mean, characters attached to a character, like attaching several TCTF characters to Konoko, that would engage enemies around her, independent of her targeting.&lt;br /&gt;
::*Then scrolling text in [http://i176.photobucket.com/albums/w161/bobbysoon/scrollText.jpg this] green LED display &#039;&#039;might&#039;&#039; be possible.  --[[User:Bobbysoon|Bobbysoon]]&lt;br /&gt;
&lt;br /&gt;
:::*Animated textures are possible on characters. Ask &#039;dox. :)&lt;br /&gt;
::::*EdT drew my attention to this. So yeah, [http://paradox.oni2.net/temp/TXMPID_mid.zip here] is a test/demo/whatever. (Was done in PS. Fixed vector mask and moved text 4 pixel per image.) -&#039;dox&lt;br /&gt;
:::::*Excellent! I&#039;m assigning the LED geometry to the previously null chest node. I batch cropped and sized up LED strip to 16x128 in photoshop.&lt;br /&gt;
::::::*Having trouble rebuilding the animated txmp. How do you do that?  --[[User:Bobbysoon|Bobbysoon]] 04:22, 7 September 2009 (UTC)&lt;br /&gt;
:::::::*Your xml and tga files should be in same folder. Xml looks inside like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;amp;lt;?xml version=&amp;amp;quot;1.0&amp;amp;quot; encoding=&amp;amp;quot;utf-8&amp;amp;quot;?&amp;amp;gt;&lt;br /&gt;
 &amp;amp;lt;Oni Version=&amp;amp;quot;0.9.41.0&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;Texture&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;Flags&amp;amp;gt;HasMipMaps  AnimUseLocalTime&amp;amp;lt;/Flags&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;Format&amp;amp;gt;DXT1&amp;amp;lt;/Format&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;Speed&amp;amp;gt;4&amp;amp;lt;/Speed&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;Image&amp;amp;gt;TXMPID_mid_000.tga&amp;amp;lt;/Image&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;Image&amp;amp;gt;TXMPID_mid_001.tga&amp;amp;lt;/Image&amp;amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;amp;lt;/Texture&amp;amp;gt;&lt;br /&gt;
 &amp;amp;lt;/Oni&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
onisplit command:&lt;br /&gt;
 onisplit -create ONI_folder XML_plus_TGA_folder/TXMPID_mid.xml&lt;br /&gt;
- &#039;dox&lt;br /&gt;
&lt;br /&gt;
:::*Laser dot would be kind of meh. I could make one, but you wouldn&#039;t be able to see it. We&#039;ll see when I get home. But I can do guided missles, don&#039;t worry ^_^.&lt;br /&gt;
:::*On the guns not aiming at the same place: don&#039;t worry. We can aim to the left and the right using the targeting vectors of the ONWC, for each weapon mode. Please, don&#039;t worry about making the weapons. Just give me a spec of whatever you want them to do, and I can make it. Also, look in the comic, and see what weapons the Demon uses there. *sigh* I&#039;ll have to do up a railgun weapon sometime here, to fight this bastard. :P&lt;br /&gt;
:::*Also, we can have an extending gun pod, using attached particles. ^_^&lt;br /&gt;
:::*I wish I was home now, I want to work on this. I probably won&#039;t be able to respond for another week, when I get home, unfortunately. [[User:Gumby|Gumby]] 02:25, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::*Re: what weapon will be used against the Iron Demon... [[:Image:Forum_discussion-ID_&amp;amp;amp;_Rla.jpg]] ^_^&lt;br /&gt;
::::*&amp;amp;quot;look in the comic, and see what weapons the Demon uses there&amp;amp;quot;. You really don&#039;t want to know. Do you? Okay, [[:image:Oni_Comic_Issue_1_p23.jpg|here]], don&#039;t say I didn&#039;t warn you. Konoko then magically turns her pistol into a rocket launcher on page 3 of issue 2 and does [[:Image:Oni_Comic_Issue_2_p4.jpg|this]]. At least they got that last part right. --[[User:Iritscen|Iritscen]] 03:03, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Quotes&amp;diff=17698</id>
		<title>Category:Quotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Quotes&amp;diff=17698"/>
		<updated>2010-11-24T06:39:08Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ucozisit.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
Think you might have missed some interesting consoles when you played the game?  Want to see the credits without having to beat the game again?  Trying to devote the Deadly Brain monologue to memory?  A collection of all the text in and around Oni.&lt;br /&gt;
&lt;br /&gt;
[[Category:Inside Oni]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=User_talk:The_Deadly_Brain&amp;diff=17692</id>
		<title>User talk:The Deadly Brain</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=User_talk:The_Deadly_Brain&amp;diff=17692"/>
		<updated>2010-11-24T05:58:49Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ecoquvejoz.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
&amp;amp;gt; The Imago theory, upon reflection, brings up some unusual points.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&amp;amp;gt; If the purest Imago state is acheived, then the Chrysilis has nothing more to adapt from.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&amp;amp;gt; Does it simply die, or could it survive? If it lived, could it possibly be inserted with another Chrysilis?&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&amp;amp;gt; If so, then one must wonder at the monsters that may occur...&amp;amp;lt;br&amp;amp;gt;&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi Deadly Brain,&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m paradox .. and like to talk to you about this daodan stuff. (Sorry for my bad English.)&amp;amp;lt;br&amp;amp;gt;&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always I thought that daodan is nothing more than a auto-improving algorithm in genetic form ...&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
... and the end of development is a Imago.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
The human being was transformed in &amp;amp;quot;something different&amp;amp;quot;. His or her biomass is full of genetic upgrades.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
Why should it die then? (I&#039;m thinking it (the genetic code) would just go inactive.)&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
Or do you expected that the whole organism just die .. someway confusing.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
I want to like hearing your version of the DC.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
BTW, form which country you are? You said Chrysilis instead of Chrysalis (English/German) or Chrysalide (French).&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am from the USA. And what I meant was this: The chrysilis is not meant to operate on its own, it is meant to support another organism. With nothing left to support, there is nothing left for the chrysilis to do. Without its programed purpose, would it survive as an independant organism? Could it possibly be repeated, perhaps indefinitely?[[User:The Deadly Brain|The Deadly Brain]] 19:15, 25 May 2007 (CEST)&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
Okay thx for your quick answer.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
IMHO the original host is now totally build by chrysalis cells so I see it as an independent organism.&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
Further: more mutations can appear if there is a &amp;amp;quot;reason&amp;amp;quot; to again. (At least caused by a semi-strong physical or very strong psychical event.) [[User:Paradox-01|Paradox-01]] 21:27, 25 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
There would BE no reason. As far as the Chrysilis is concerned, the host is now invincible. [[User:The Deadly Brain|The Deadly Brain]] 21:57, 25 May 2007 (CEST)&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Flatline&amp;diff=17690</id>
		<title>Flatline</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Flatline&amp;diff=17690"/>
		<updated>2010-11-24T05:58:25Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ihyveqo.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|http://gumby.oni2.net/Flatline/flatline.png&lt;br /&gt;
{|cellspacing=3&lt;br /&gt;
!colspan=&amp;amp;quot;2&amp;amp;quot;|The Development Team&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head Developer:&#039;&#039;&#039; ||align=&amp;amp;quot;right&amp;amp;quot; |[[User:Gumby|Gumby]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resident Coder:&#039;&#039;&#039; ||align=&amp;amp;quot;right&amp;amp;quot; |  [[User:RossyMiles|RossyMiles]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advisors:&#039;&#039;&#039;||align=&amp;amp;quot;right&amp;amp;quot; |[[User:Geyser|geyser]]&lt;br /&gt;
|-&lt;br /&gt;
| ||align=&amp;amp;quot;right&amp;amp;quot; |[[User:Neo|Neo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
The Flatline Project is the most recent attempt at Multiplayer for Oni. It will combine the knowledge gleaned from projects such as [[OniPlayer]] and Neo&#039;s engine hacking with new techniques of controlling AI characters to create the first working Multiplayer since the early days of Oni&#039;s development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039;&lt;br /&gt;
Integrating network code into Oni. Progress is great. :)&lt;br /&gt;
&lt;br /&gt;
==Packets==&lt;br /&gt;
For now, all packets are UDP, though some of the less time essential packets (messages, commands, etc...) will probably be moved to TCP.&lt;br /&gt;
===Structure===&lt;br /&gt;
 typedef struct {&lt;br /&gt;
	char id;&lt;br /&gt;
	int  packet_index;&lt;br /&gt;
	char data[1080];	&lt;br /&gt;
 } flatline_packet;&lt;br /&gt;
*id is an identifier the specific type of packet being sent (message, character sync, initial connection, etc...)&lt;br /&gt;
*packet_index is used to protect against duplicate packets. Each packet gets a unique indentifier, if a duplicate is found, the packet is ignored.&lt;br /&gt;
*data contains the actual data for the packet, and is typically cast to another struct. The largest struct needed so far is 1080 bytes. In theory, we can go up to 1400 bytes.&lt;br /&gt;
&lt;br /&gt;
===Connecting===&lt;br /&gt;
#Client sends a packet asking to connect to a server&lt;br /&gt;
#Server sends a packet back, saying if the client can connect or not, including a string to display if the connection was rejected&lt;br /&gt;
#Client either recieves said packet or times out after 15 seconds if no packet is recieved back (sending a new connection request packet every so often before that).&lt;br /&gt;
#Server sends basic game info to client, including a packet containing a mock BINACHAR for each player currently connected to the server.&lt;br /&gt;
&lt;br /&gt;
#Client sends packets containing keystrokes and other commands&lt;br /&gt;
#Server sends back xyz\animation\whatever data&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&lt;br /&gt;
Probably done through level plugins that use levels 64-127. This has the advantage of being hidden on the level list. These maps would have specialized CHAR\PART\whatever tailored to MP gameplay. Of course a console map change command would need to be implemented.&lt;br /&gt;
(win\lose level, and change current level number, through hex overwriting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lag Compensation==&lt;br /&gt;
Quick and dirty lag compensation might come from &amp;amp;quot;fast-forwarding&amp;amp;quot; a frame for every 17 ms of lag or so. ( 17ms = 1 frame...damn that&#039;s short :( ) Compensating for rotation\movement differences will be a bit harder, and require a bit more calculation.&lt;br /&gt;
[[Category:All AE mods]][[Category:Unfinished AE mods]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Modding_tools_by_status&amp;diff=17676</id>
		<title>Category:Modding tools by status</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Modding_tools_by_status&amp;diff=17676"/>
		<updated>2010-11-24T05:57:09Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ucozisit.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
Modding tools listed by their development status.  Also see sister category [[:Category:Modding tools by platform]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tools]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_6a&amp;diff=17655</id>
		<title>Quotes/Consoles/level 6a</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_6a&amp;diff=17655"/>
		<updated>2010-11-24T04:55:30Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://otypaxixa.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
;WCG.subref.AirCon General Alert &amp;amp;gt;&lt;br /&gt;
Flight log irregularities suggest that flight path records have been tampered with to conceal illegal flights into and out of this facility.&lt;br /&gt;
&lt;br /&gt;
All pilots and traffic control personnel should be sure to report contact with any craft that seem to be off course or improperly registered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;noinclude&amp;amp;gt;[[Category:Quotes]]&amp;amp;lt;/noinclude&amp;amp;gt;&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Characters&amp;diff=17653</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Characters&amp;diff=17653"/>
		<updated>2010-11-24T04:53:45Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://amofuryqimu.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
For articles about characters in Oni. Articles about enemy types (generic models, not named characters) should go under [[:Category:Factions]].&lt;br /&gt;
[[Category:Inside Oni]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_9d&amp;diff=17650</id>
		<title>Quotes/Consoles/level 9d</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_9d&amp;diff=17650"/>
		<updated>2010-11-24T04:53:34Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ogetehuvo.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;STATION REPORT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SECTOR 1A-B&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
STATION 1 unexpected reroute at 08:23:16&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
reroute complete at 08:23:41&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
STATION 2 unexpected reroute at 08:25:46 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;noinclude&amp;amp;gt;[[Category:Quotes]]&amp;amp;lt;/noinclude&amp;amp;gt;&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1b&amp;diff=17649</id>
		<title>Quotes/Consoles/level 1b</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1b&amp;diff=17649"/>
		<updated>2010-11-24T04:53:33Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ezapazuhem.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
;ENCRYPT SEQUENCE SmL121-98&lt;br /&gt;
Dispose of the combustion engine parts contained in shipment 2Y-224-B, but keep the shipping containers.&lt;br /&gt;
&lt;br /&gt;
There must be no chance that the parts can be tracked back to the original order. Repack the shipment with the [[Atmospheric Densifier]]s present in shipment 3X-302-C.&lt;br /&gt;
&lt;br /&gt;
Weights will be added to match the original recorded tonnage, but we aren&#039;t expecting anyone to open the crates so they will only need to pass a casual inspection.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;noinclude&amp;amp;gt;[[Category:Quotes]]&amp;amp;lt;/noinclude&amp;amp;gt;&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Oni_history&amp;diff=17647</id>
		<title>Category:Oni history</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Oni_history&amp;diff=17647"/>
		<updated>2010-11-24T04:53:24Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://enececufo.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
Articles about Oni as a game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Real World]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Talk:Seven&amp;diff=17646</id>
		<title>Talk:Seven</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Talk:Seven&amp;diff=17646"/>
		<updated>2010-11-24T04:53:15Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://yxylepo.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
:Maybe the word striker have 7 letters. S T R I K E R&lt;br /&gt;
:Bungie could just have named them grunts.&lt;br /&gt;
::;ONIrules&lt;br /&gt;
:Yeah, and Griffin and Barabas and and and...&lt;br /&gt;
::[[User:Geyser|geyser]] 04:17, 8 November 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_4b&amp;diff=17640</id>
		<title>Quotes/Consoles/level 4b</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_4b&amp;diff=17640"/>
		<updated>2010-11-24T04:53:06Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://osobageqys.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
;WCG.subref.AirCOn Region 7Dispatch&amp;amp;gt;&lt;br /&gt;
Syndicate smugglers have been discovered to be using hollow leg prosthetics sculpted from living tissue to foil standard sensor sweeps.&lt;br /&gt;
&lt;br /&gt;
Portable scanners can be used to detect the prosthetics if the scan depth is increased by 8%.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for travelers who walk slowly or deliberately. The sculpted muscles are awkward and difficult to control.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;noinclude&amp;amp;gt;[[Category:Quotes]]&amp;amp;lt;/noinclude&amp;amp;gt;&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes&amp;diff=17639</id>
		<title>Quotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes&amp;diff=17639"/>
		<updated>2010-11-24T04:53:06Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://yhenaju.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
This collection is rather complete, but you can suggest additions and modifications in the appropriate discussion pages.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
*[[Quotes/Speech|Speech]]&lt;br /&gt;
*[[Quotes/Consoles|Consoles]]&lt;br /&gt;
*[[Quotes/Prompts|Prompts]]&lt;br /&gt;
&lt;br /&gt;
==Pause Menu (Data Comlink)==&lt;br /&gt;
*[[Quotes/Diary|Diary]]&lt;br /&gt;
*[[Quotes/Objectives|Objectives]]&lt;br /&gt;
*[[Quotes/Items|Items]]&lt;br /&gt;
*[[Quotes/Weapons|Weapons]]&lt;br /&gt;
*[[Quotes/Moves|Moves]]&lt;br /&gt;
&lt;br /&gt;
==Extras==&lt;br /&gt;
*[[Quotes/Credits|Credits]]&lt;br /&gt;
*[[Quotes/Manual|Manual]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Quotes]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Macro_templates&amp;diff=17638</id>
		<title>Category:Macro templates</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Macro_templates&amp;diff=17638"/>
		<updated>2010-11-24T04:53:06Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://usuzezyjiza.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
A place for templates that provide standardized language for the wiki, and/or helpful shortcuts to longer terms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Friend&amp;diff=17636</id>
		<title>Friend</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Friend&amp;diff=17636"/>
		<updated>2010-11-24T04:53:04Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://usuzezyjiza.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
{{Divbox|gray|3=&amp;amp;lt;font style=&amp;amp;quot;color:#EEEEEE&amp;amp;quot;&amp;amp;gt;.&amp;amp;lt;/font&amp;amp;gt;{{Pullquote|Friends are just enemies who don&#039;t have the guts to kill you.|Judy Tenuta, comedienne|color=blue}}&amp;amp;lt;br&amp;amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Real World]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=XML:OBAN&amp;diff=17630</id>
		<title>XML:OBAN</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=XML:OBAN&amp;diff=17630"/>
		<updated>2010-11-24T04:52:57Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://etizupo.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
objects use:&lt;br /&gt;
:env_setanim &#039;&#039;objectId oban_name&#039;&#039;&lt;br /&gt;
:obans are level specific&lt;br /&gt;
:exception: obans of [[OBD:TRIG|laser triggers]] are located in level0_Final&lt;br /&gt;
:trivia: even the [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/dream_obj_images_spawned.jpg dream lab images] are obans&lt;br /&gt;
characters use:&lt;br /&gt;
:chr_animate &#039;&#039;ai_name oban_name&#039;&#039;&lt;br /&gt;
cams use:&lt;br /&gt;
:cm_interpolate &#039;&#039;oban_name frame_number&#039;&#039;&lt;br /&gt;
:[[AE:Authoring_custom_camera_animations|&amp;amp;gt;&amp;amp;gt; cam tutorial]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Category:Modding_tools&amp;diff=17629</id>
		<title>Category:Modding tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Category:Modding_tools&amp;diff=17629"/>
		<updated>2010-11-24T04:52:56Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://obibohococ.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
For tools used in modding, silly!&lt;br /&gt;
&lt;br /&gt;
[[Category:Oni Modding]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=ONI-Trainer&amp;diff=17619</id>
		<title>ONI-Trainer</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=ONI-Trainer&amp;diff=17619"/>
		<updated>2010-11-24T04:52:48Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://edojalys.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
A little Trainer for ONI.&lt;br /&gt;
&lt;br /&gt;
Now including the sources.&lt;br /&gt;
&lt;br /&gt;
Written by: Alloc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://mods.oni2.net/node/145 Download]&lt;br /&gt;
[[Category:Gameplay tools]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Talk:Sandbox&amp;diff=17561</id>
		<title>Talk:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Talk:Sandbox&amp;diff=17561"/>
		<updated>2010-11-14T16:45:35Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Created page with &amp;#039;&amp;gt;  TEST&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TEST&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Anime_and_manga&amp;diff=17512</id>
		<title>Anime and manga</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Anime_and_manga&amp;diff=17512"/>
		<updated>2010-10-15T07:25:48Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Oni anime&amp;quot; redirects here. For the game&#039;s opening and ending movies, see [[Intro]] and [[Outro]]. For their respective soundtracks, see [[Music/CD#Oni Anime]] and [[Music/CD#End Titles]].&lt;br /&gt;
Apart from the intro and outro, there has been no anime about Oni. There has been a Russian hoax called [[Oni 2: Next Generation]].&lt;br /&gt;
&lt;br /&gt;
There is no official manga about Oni either. There is art by [[Lorraine]], though, and the [[:Category:Dark Horse comics|Dark Horse comic series]]. And [[:Category:Fan art|fan art]] of course.&lt;br /&gt;
----&lt;br /&gt;
:&#039;&#039;See the [[wikipedia:Portal:Anime_and_Manga|Anime_and_Manga portal on Wikipedia]] for general information about manga and anime. The following introduction was adapted from that portal.&lt;br /&gt;
{{table}}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Chibi_Shinatama_Final_by_RedDog.png|177px]]&lt;br /&gt;
|[[wikipedia:Anime|Anime]] refers to the [[wikipedia:animation|animation]] style originated in [[wikipedia:Japan|Japan]]. It is characterized by distinctive characters and backgrounds (hand-drawn or [[wikipedia:computer-generated|computer-generated]]) that visually set it apart from other forms of animation. Storylines may include a variety of fictional or historical characters, events, and settings. Anime is aimed at a broad range of audiences and consequently, a given series may have aspects of a range of [[wikipedia:genre|genres]]. Anime is most frequently broadcast on [[wikipedia:television|television]] or sold on [[wikipedia:DVD|DVDs]] either after their broadcast run or directly as [[wikipedia:Original Video Animation|original video animation]]. [[wikipedia:Video game console|Console]] and [[wikipedia:Personal computer game|computer games]] sometimes also feature segments or scenes that can be considered anime.&lt;br /&gt;
&lt;br /&gt;
[[wikipedia:Manga|Manga]] is [[wikipedia:Japanese language|Japanese]]  for &amp;quot;&#039;&#039;Comics&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Whimsical images&#039;&#039;&amp;quot;. Manga developed from a mixture of [[wikipedia:ukiyo-e|ukiyo-e]] and Western styles of [[wikipedia:drawing|drawing]], and took its current form shortly after [[wikipedia:World War II|World War II]]. Manga, apart from covers, is usually published in black and white (but it is common to find introductions to chapters to be in color) and is read from right to left. Financially, manga represented in [[wikipedia:2005|2005]] a market of ¥24 billion in Japan and one of $180 million in the United States. Manga was the fastest growing segment of books in the [[wikipedia:United States|United States]] in 2005.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How quickly [http://www.acaiberryinformations.com/ Acai Berry Supplement] lose your weight.&lt;br /&gt;
See the [http://www.articlesbase.com/supplements-and-vitamins-articles/my-weight-loss-experience-with-the-acai-berry-diet-1726693.html Acai Berry] benefits here.&lt;br /&gt;
[http://ezinearticles.com/?Acai-Berry---How-I-Lost-30-Pounds-in-Under-30-Days-Using-The-Acai-Berry&amp;amp;id=1998407 Acai Berry] makes you slim and beautiful and maintain your health also.&lt;br /&gt;
&lt;br /&gt;
Anime and manga share many characteristics, including: &amp;quot;exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography.&amp;quot; (typography, however, is much less present in anime) Some manga, a small amount of the total output, is adapted into [[wikipedia:anime|anime]], often with the collaboration of the [[wikipedia:mangaka|original author]]. Computer games can also give rise to anime. In such cases, the stories are often compressed and modified to fit the format and appeal to a wider market. Popular anime franchises sometimes include full-length [[wikipedia:feature film|feature films]], and some have been adapted into [[wikipedia:live action|live action]] films and television programs.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Konoko Variants.jpg|thumb|256px|[[Konoko]] drawn by [[Lorraine]] in 3 different manga styles (???, [[wikipedia:Kenichi Sonoda|Kenichi Sonoda]], [[wikipedia:Masamune Shirow|Masamune Shirow]])]]&lt;br /&gt;
The characteristic visual style shared by anime and manga can be called &amp;quot;anime&amp;quot; or &amp;quot;manga&amp;quot; depending on the context. Apart from the general characteristic, there is a variety of styles highly characteristic of &amp;quot;schools&amp;quot; or individual artists. There are also categories based on the targeted audience, and general archetypes (e.g., Shina-tan up there is a generic example of the [[:Category:chibi|chibi]] aka super-deformed style). &lt;br /&gt;
&lt;br /&gt;
The main influence for Oni was the manga/anime franchise [[Ghost in the Shell]], and so the characteristic manga/anime style is very present in Oni (for a game that was made in the US). [[Alex Okita]] came up with some character/environment design, more or less anime- and GITS-inspired. The [[intro]] and [[outro]] sequences were made by an actual anime studio called [http://www.aicanime.com/ AIC].&lt;br /&gt;
&lt;br /&gt;
Later on, [[Lorraine]] Reyes McLees (a manga artist) joined the team, contributing 2D art ([[:Category:Splashscreens|splashscreens]], [[:Category:Fly-in portraits|fly-in portraits]], ...) and essentially setting a canon for Oni&#039;s graphical universe. The infamous [[:Category:Dark Horse comics|Dark Horse comic series]] has little to do with manga, but Lorraine&#039;s work is influential/authoritative among many fan artists. Of course, original fan artists typically diverge from Lorraine&#039;s legacy. &lt;br /&gt;
&lt;br /&gt;
On another note, Oni&#039;s 3D content in the form released by Bungie is not particularly close to anime/manga guidelines (character design); this is never an easy thing because of how anime is essentially 2D (the animation is made of custom tricks that typically don&#039;t correspond to a single 3-dimensional &amp;quot;truth&amp;quot;), but there may still be some improvement in that respect (see [[Anniversary Edition]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Echoes of Oni in anime and manga==&lt;br /&gt;
:&#039;&#039;These references can be considered as [[:Category:Added value|added value]] for Oni&#039;s universe, and possible [[:Category:Oni 2 influences|influences]] for an [[Oni 2]] (whatever that is).&lt;br /&gt;
[[Image:Animefaces.jpg|thumb|250px|Character faces from various anime, used as examples in [[Lorraine]]&#039;s &amp;quot;How to draw Konoko&amp;quot;]]&lt;br /&gt;
*[[Miyazaki]]&#039;s [[Nausicaa]] (many aspects)&lt;br /&gt;
*[[Cowboy Bebop]] (many aspects)&lt;br /&gt;
*[[Ergo Proxy]] (many aspects)&lt;br /&gt;
*[[Ghost in the Shell]] (duh)&lt;br /&gt;
*[[Appleseed]]&lt;br /&gt;
*[[GUNNM]] aka Battle Angel Alita&lt;br /&gt;
*[[Knives]] from Trigun (sorta Muro)&lt;br /&gt;
*[[Kill Bill]] (killing philosophy)&lt;br /&gt;
*Full Metal Panic! ([http://www.animestocks.com/gallery/category/Full+Metal+Panic!+TSR/Melissa+Mao Melissa Mao])&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
There&#039;s more to culture than anime and manga. Here are some further lists of references.&lt;br /&gt;
*[[Female fronted]]&lt;br /&gt;
*[[Purple hair etc]]&lt;br /&gt;
*...&lt;br /&gt;
[[Category:Real World]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Help:Contents&amp;diff=17378</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Help:Contents&amp;diff=17378"/>
		<updated>2010-08-20T17:32:48Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: Replaced content with &amp;#039; 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[horoskop grudzien lew|horoskop grudzien lew]]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Atmospheric_Conversion_Center&amp;diff=16508</id>
		<title>Atmospheric Conversion Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Atmospheric_Conversion_Center&amp;diff=16508"/>
		<updated>2010-04-08T08:39:46Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Added value]]&lt;br /&gt;
Atmospheric Conversion Centers (a.k.a. Atmospheric Processors) are large facilities that &amp;quot;suck in air, treat it, then belch it back out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They are supposed to deal with the steady increase of toxins in the atmosphere of Oni&#039;s world (Cf. [[BioCrisis]]).&lt;br /&gt;
&lt;br /&gt;
Every major city has its air cleaned by one or several such facilities.&lt;br /&gt;
&lt;br /&gt;
==Atmospheric Conversion Center==&lt;br /&gt;
{{C|7}} and {{C|8}} are in fact two parts of one mission. The transition is essentially seamless, however the player&#039;s inventory is reset. Same as between {{C|4}} and {{C|5}}&lt;br /&gt;
===Exterior===&lt;br /&gt;
Add descriptions of Konoko&#039;s descent, screenshots of the architecture, terminal readings...&lt;br /&gt;
===Interior===&lt;br /&gt;
Add a description of Konoko&#039;s encounter with Shinatama and escape from the compound...&lt;br /&gt;
&lt;br /&gt;
==Other references==&lt;br /&gt;
There are a couple of references to atmospheric processing other than at the ACC. Either early hints at Muro&#039;s [[STURMANDERUNG]] plan, or late revelations thereof.&lt;br /&gt;
==={{C1}}===&lt;br /&gt;
{{:Quotes/Consoles/level 1b}}&lt;br /&gt;
==={{C2}}===&lt;br /&gt;
;From the [[Quotes/Diary#CHAPTER_02_._ENGINES_OF_EVIL|Diary entry]]&lt;br /&gt;
:This place is really big. What the heck are they making here? Weapons? Robotics? They must be building something large. I&#039;d better check the data consoles to see if I can figure out what it is.&lt;br /&gt;
:Some of this stuff looks like atmospheric processing equipment. I can&#039;t believe I KNOW that! Maybe that means I&#039;m a nerd?&lt;br /&gt;
&amp;quot;I&#039;d better check the data consoles to see if I can figure out what it is.&amp;quot; - a typical gameplay hint, which actually leads to information on the [[Deadly Brain]]. Thus the puzzling &amp;quot;engines of evil&amp;quot; are apparently unrelated to the atmospheric processing equipment, which Konoko identified by herself (in the original Oni, it is not clear what part of the facility she is referring to in either case).&lt;br /&gt;
==={{C5}}===&lt;br /&gt;
{{:Quotes/Consoles/level_6b}}&lt;br /&gt;
==={{C14}}===&lt;br /&gt;
Rather ambiguous and untidy references here, mostly valuable for the number of ACCs and control stations worldwide (Tertiary Stage). 417 ACCs means the population is mostly concentrated in today&#039;s million-plus cities.&lt;br /&gt;
{{:Quotes/Consoles/level_19b}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Quotes/Consoles/level_19c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Quotes/Consoles/level_19d}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Quotes/Consoles/level_19e}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
==Added value==&lt;br /&gt;
===Distance to cities===&lt;br /&gt;
It is not clear how close the ACCs could be to a city&#039;s center/suburbs. A few considerations :&lt;br /&gt;
*It doesn&#039;t make sense to place an ACC &#039;&#039;too&#039;&#039; far away and in a [[Wilderness Preserve]] (too much decontaminating work)&lt;br /&gt;
*If they&#039;re too &#039;&#039;close&#039;&#039;, however, you end up with toxic waste (the product of decontamination) right next to a city...&lt;br /&gt;
*So it&#039;s a sort of compromise : in some cases, it may not be possible to find a suitable spot for an ACC &amp;quot;far enough&amp;quot;...&lt;br /&gt;
*Also, selectively sucking in &amp;quot;dirty&amp;quot; air is more efficient if it&#039;s all around you. So, definitely a compromise.&lt;br /&gt;
*In any case, the ACC can provide enough clean air to its staff (even if it&#039;s in the middle of a contaminated zone)&lt;br /&gt;
*Most of the clean air is not set free, but pumped through massive &amp;quot;lines&amp;quot; such as the one seen at the end of {{C8}}&lt;br /&gt;
*Most of Oni&#039;s data seem to place the ACCs far away from the city and in the middle of a polluted environment (there&#039;s actually some ambiguity between the ACCs and the &amp;quot;Wilderness Preserve&amp;quot; cover-up).&lt;br /&gt;
*The only evidence towards the ACCs being close to human activity are the street sounds (police sirens, car horns) overheard in {{C7}}.&lt;br /&gt;
&lt;br /&gt;
Related Link:&lt;br /&gt;
&lt;br /&gt;
[http://wellspringwatersystems.com/solutions/waterbox-100 &#039;&#039;&#039;Ultrafiltration Systems&#039;&#039;&#039;]&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Main_Page&amp;diff=16300</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Main_Page&amp;diff=16300"/>
		<updated>2010-01-06T20:07:09Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=100%&lt;br /&gt;
|&lt;br /&gt;
{|align=center&lt;br /&gt;
|&lt;br /&gt;
{|align=center&lt;br /&gt;
{|align=center&lt;br /&gt;
|&lt;br /&gt;
Welcome to &#039;&#039;&#039;Oni Galore&#039;&#039;&#039;, a [[wikipedia:wiki|wiki]] dedicated to the video game &#039;&#039;&#039;[[Oni]]&#039;&#039;&#039; from [[Bungie West]] (PC/Mac/PS2, 2001/01).&amp;lt;br&amp;gt;&lt;br /&gt;
Below is a portal to the most popular/current/relevant resources. For the rest, there&#039;s [[Special:Search|search]] and [[Special:Randompage|serendipity]]...&amp;lt;br&amp;gt;&lt;br /&gt;
For further information about the community, have a look at our [[OniGalore:Community Portal|community portal]] and at {{OCF}}.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;d like to contribute to this wiki, check out the [[Current events]] as well as our [[Help:Contents|Help]] section. Enjoy your stay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Note: Minor renovations are under way. Please ignore any redlinks in the meantime. Thank you.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|align=center style=&amp;quot;white-space:nowrap&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;&#039;&#039;Friend or enemy,&amp;lt;br&amp;gt;thank you for your interest&amp;lt;br&amp;gt;in Oni Galore.&lt;br /&gt;
|{{Dailyimage}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--{|align=right&lt;br /&gt;
|[[Image:GUIDO_Kon_face_11.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|WELCOME HOME...&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
{{Table}}&lt;br /&gt;
|-&lt;br /&gt;
!width=33%|FAN STUFF&lt;br /&gt;
!width=33%|PLAYER STUFF&lt;br /&gt;
!width=33%|MODDER STUFF&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
*[[Chapters|&amp;lt;span title=&amp;quot;once upon a time, in 2032...&amp;quot;&amp;gt;Story&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Names|&amp;lt;span title=&amp;quot;know your names and other proper nouns!&amp;quot;&amp;gt;People &amp;amp; places&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Quotes|&amp;lt;span title=&amp;quot;something Kerr said...&amp;quot;&amp;gt;Quotes&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Images|&amp;lt;span title=&amp;quot;fan art, promotional art, etc.&amp;quot;&amp;gt;Images&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Music|&amp;lt;span title=&amp;quot;promotional CD, etc.&amp;quot;&amp;gt;Music&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[:Category:Added value|&amp;lt;span title=&amp;quot;come, speculate with us!&amp;quot;&amp;gt;Added value&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Trivia]]&lt;br /&gt;
*[[Credits|&amp;lt;span title=&amp;quot;who did what, now?&amp;quot;&amp;gt;Credits&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Oni2:Oni 2|&amp;lt;span title=&amp;quot;whatever that is&amp;quot;&amp;gt;Oni 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Related projects]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
*[[Installation|&amp;lt;span title=&amp;quot;getting Oni to run&amp;quot;&amp;gt;Installation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Daodan DLL]]&lt;br /&gt;
*[[:Category:Gameplay tools|&amp;lt;span title=&amp;quot;hacking keys and saved games since 2001&amp;quot;&amp;gt;Gameplay tools&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Troubleshooting|&amp;lt;span title=&amp;quot;blam!&amp;quot;&amp;gt;Troubleshooting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
*[[Gameplay|Game tips &amp;amp; moves]]&lt;br /&gt;
*[[Walkthrough]]&lt;br /&gt;
*[[Cheats|&amp;lt;span title=&amp;quot;it&#039;s all about the big heads&amp;quot;&amp;gt;Cheats&amp;lt;/span&amp;gt;]] / [[Developer Mode]]&lt;br /&gt;
*[[:Category:Modding projects|Mods]]&lt;br /&gt;
**[[Anniversary Edition|&amp;lt;span title=&amp;quot;it&#039;s a seven&amp;quot;&amp;gt;Anniversary Edition&amp;lt;/span&amp;gt;]]&lt;br /&gt;
**[[:Category:Scripts|&amp;lt;span title=&amp;quot;new scenarios &amp;amp; functionality&amp;quot;&amp;gt;Scripts&amp;lt;/span&amp;gt;]]&lt;br /&gt;
**[http://www.rushessay.com buy essay]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
*[[Modding Oni|Introduction to Oni modding]]&lt;br /&gt;
*[[BSL|Writing scripts]]&lt;br /&gt;
*[[OBD|Hacking binaries]]&lt;br /&gt;
*[[:Category:Modding tools|Tools for modding]]&lt;br /&gt;
*[[:Category:Modding projects|&amp;lt;span title=&amp;quot;how you can help&amp;quot;&amp;gt;Community efforts&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--[[Iron Demon|&amp;lt;span title=&amp;quot;IT&#039;S... ALIIIVE!!!&amp;quot;&amp;gt;Iron Demon&amp;lt;/span&amp;gt;]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1e&amp;diff=15827</id>
		<title>Quotes/Consoles/level 1e</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1e&amp;diff=15827"/>
		<updated>2009-10-07T13:15:35Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|&#039;&#039;Same identifier as the [[Quotes/Consoles#Q-31 Railgun|Q-31 Railgun]]...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and a lowercase V in the manifest ID...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aha!&lt;br /&gt;
|}&lt;br /&gt;
;ENCRYPT SEQUENCE TmeC119-67&lt;br /&gt;
Manifest 12A-694-v contains a number of fragile items. Note the follo....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;[[TCTF]] UNIVERSAL DECRYPT RUNNING...DATA FOUND. DISPLAYING...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, it&#039;s me: [[Chung]].&lt;br /&gt;
&lt;br /&gt;
Sorry about the encryption. But I&#039;d hate to have this fall into the wrong hands.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re reading this message, then I&#039;ve paid the ultimate price for failing my mission.&lt;br /&gt;
&lt;br /&gt;
I suppose it was only a matter of time before the [[Syndicate]] found out I was a mole. They&#039;re smart.&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|&#039;&#039;That last line doesn&#039;t fit into the frame so it&#039;s not seen ingame&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Very smart.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
&amp;quot;Anyhow, all you need to know is in my datapad. Our suspicions were correct: [[BGI]] and the [[Syndicate]] are joined at the hip.&lt;br /&gt;
&lt;br /&gt;
All the contraband leaving this warehouse is being funneled through BGI&#039;s daughter-company, [[Musashi]] Manufacturing.&lt;br /&gt;
&lt;br /&gt;
The warehouse manager has suspected this for some time and has been warning his office personnel to get out over the last month.&lt;br /&gt;
&lt;br /&gt;
If I&#039;m dead, then he&#039;s probably next.  He&#039;s a good man, I hope you can find him in time.&lt;br /&gt;
&lt;br /&gt;
I hope you have better luck than I did.&lt;br /&gt;
&lt;br /&gt;
Be careful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.research-service.com/custom-term-paper.html Custom Term Papers]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1e&amp;diff=15826</id>
		<title>Quotes/Consoles/level 1e</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1e&amp;diff=15826"/>
		<updated>2009-10-07T13:12:48Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|&#039;&#039;Same identifier as the [[Quotes/Consoles#Q-31 Railgun|Q-31 Railgun]]...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and a lowercase V in the manifest ID...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aha!&lt;br /&gt;
|}&lt;br /&gt;
;ENCRYPT SEQUENCE TmeC119-67&lt;br /&gt;
Manifest 12A-694-v contains a number of fragile items. Note the follo....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;[[TCTF]] UNIVERSAL DECRYPT RUNNING...DATA FOUND. DISPLAYING...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, it&#039;s me: [[Chung]].&lt;br /&gt;
&lt;br /&gt;
Sorry about the encryption. But I&#039;d hate to have this fall into the wrong hands.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re reading this message, then I&#039;ve paid the ultimate price for failing my mission.&lt;br /&gt;
&lt;br /&gt;
I suppose it was only a matter of time before the [[Syndicate]] found out I was a mole. They&#039;re smart.&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|&#039;&#039;That last line doesn&#039;t fit into the frame so it&#039;s not seen ingame&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Very smart.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
&amp;quot;Anyhow, all you need to know is in my datapad. Our suspicions were correct: [[BGI]] and the [[Syndicate]] are joined at the hip.&lt;br /&gt;
&lt;br /&gt;
All the contraband leaving this warehouse is being funneled through BGI&#039;s daughter-company, [[Musashi]] Manufacturing.&lt;br /&gt;
&lt;br /&gt;
The warehouse manager has suspected this for some time and has been warning his office personnel to get out over the last month.&lt;br /&gt;
&lt;br /&gt;
If I&#039;m dead, then he&#039;s probably next.  He&#039;s a good man, I hope you can find him in time.&lt;br /&gt;
&lt;br /&gt;
I hope you have better luck than I did.&lt;br /&gt;
&lt;br /&gt;
Be careful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.reseearch-service.com/custom-term-paper.html Custom Term Papers]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1e&amp;diff=15825</id>
		<title>Quotes/Consoles/level 1e</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Quotes/Consoles/level_1e&amp;diff=15825"/>
		<updated>2009-10-07T13:10:22Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|&#039;&#039;Same identifier as the [[Quotes/Consoles#Q-31 Railgun|Q-31 Railgun]]...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;and a lowercase V in the manifest ID...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aha!&lt;br /&gt;
|}&lt;br /&gt;
;ENCRYPT SEQUENCE TmeC119-67&lt;br /&gt;
Manifest 12A-694-v contains a number of fragile items. Note the follo....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;[[TCTF]] UNIVERSAL DECRYPT RUNNING...DATA FOUND. DISPLAYING...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, it&#039;s me: [[Chung]].&lt;br /&gt;
&lt;br /&gt;
Sorry about the encryption. But I&#039;d hate to have this fall into the wrong hands.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re reading this message, then I&#039;ve paid the ultimate price for failing my mission.&lt;br /&gt;
&lt;br /&gt;
I suppose it was only a matter of time before the [[Syndicate]] found out I was a mole. They&#039;re smart.&lt;br /&gt;
{|align=right border=1 cellspacing=0&lt;br /&gt;
|&#039;&#039;That last line doesn&#039;t fit into the frame so it&#039;s not seen ingame&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Very smart.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{{comlink}}&lt;br /&gt;
|&lt;br /&gt;
&amp;quot;Anyhow, all you need to know is in my datapad. Our suspicions were correct: [[BGI]] and the [[Syndicate]] are joined at the hip.&lt;br /&gt;
&lt;br /&gt;
All the contraband leaving this warehouse is being funneled through BGI&#039;s daughter-company, [[Musashi]] Manufacturing.&lt;br /&gt;
&lt;br /&gt;
The warehouse manager has suspected this for some time and has been warning his office personnel to get out over the last month.&lt;br /&gt;
&lt;br /&gt;
If I&#039;m dead, then he&#039;s probably next.  He&#039;s a good man, I hope you can find him in time.&lt;br /&gt;
&lt;br /&gt;
I hope you have better luck than I did.&lt;br /&gt;
&lt;br /&gt;
Be careful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.reseearch-service.com Custom Term Papers]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Oni2:Phoenix&amp;diff=15288</id>
		<title>Oni2:Phoenix</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Oni2:Phoenix&amp;diff=15288"/>
		<updated>2009-09-06T11:11:27Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://even.com.au/archives/images/text369.htm kamal mail ro sy] [http://lovartar.0lx.net/index.html webmap] [http://plelefvda.amigasa.jp/article-375.html baldness solution] [http://even.com.au/archives/images/text1349.htm hard] [http://studenthelp.com/ehdek/files/text1218.htm lymphatic immune system]  &lt;br /&gt;
{|align=right&lt;br /&gt;
|http://geyser.oni2.net/oni2/phoenix/PhoenixLogo.jpg&lt;br /&gt;
|-&lt;br /&gt;
!([http://phoenix.bungie.org/artwork.html PBO] logo)&lt;br /&gt;
|}&lt;br /&gt;
The Phoenix is an underground organization waging a rebellion against the almighty [[Oni2:META|META]]. Whereas META resulted from an official &amp;quot;blend&amp;quot; of the post-Cataclysm [[WCG]] and [[Syndicate]], Phoenix is the gathering of the &#039;&#039;dissidents&#039;&#039; from both sides. The Phoenix was first named by [http://www.haibane.de/oni/ owldreamer] [http://www.haibane.de/oni/overview.htm HERE].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
===Mythology===&lt;br /&gt;
;(from [http://www.echeat.com/essay.php?t=29746 here])&lt;br /&gt;
:It is known to be a mythical multi-colored bird of Arabia, with a long history of artistic and literary symbolism, the Phoenix is one of a kind. At the end of its five-hundred-year existence, it perches on its nest of spices and sings until sunlight ignites the masses. After the body is consumed in flames, a worm emerges and develops into the next Phoenix.&lt;br /&gt;
The origin of the myth goes back to the Ethiopian. It was later worshiped by the Egyptian as [[wikipedia:Bennu|Bennu]], in close relation to the Sun god Ra. It occurs in figurative art and literature throughout most phases of European history. The name Phoenix is Greek.&lt;br /&gt;
;(adapted from [[wikipedia:Phoenix_(mythology)|Wikipedia]])&lt;br /&gt;
:In ancient Egyptian mythology and in myths derived from it, the phoenix is a mythical sacred firebird.&lt;br /&gt;
:Said to live for 500 or 1461 years (depending on the source), the phoenix is a male bird with beautiful gold and red plumage. At the end of its life-cycle the phoenix builds itself a nest of cinnamon twigs that it then ignites; both nest and bird burn fiercely and are reduced to ashes, from which a new, young phoenix arises. The new phoenix embalms the ashes of the old phoenix in an egg made of myrrh and deposits it in Heliopolis (&amp;quot;the city of the sun&amp;quot; in Greek), located in Egypt. The bird was also said to regenerate when hurt or wounded by a foe, thus being almost immortal and invincible Ã¢ÂÂ a symbol of fire and divinity.&lt;br /&gt;
:Although descriptions (and life-span) vary, the phoenix (Bennu bird) became popular in early Christian art, literature and Christian symbolism, as a symbol of Christ, and further, represented the resurrection, immortality, and the life-after-death of Jesus Christ.&lt;br /&gt;
:Originally, the phoenix was identified by the Egyptians as a stork or heron-like bird called a benu, (see Bennu), known from the Book of the Dead and other Egyptian texts as one of the sacred symbols of worship at Heliopolis, closely associated with the rising sun and the Egyptian sun-god Ra.&lt;br /&gt;
The Phoenix achieves effective immortality through its ritual death and rebirth. The extra ashes left after the young Phoenix arises are often seen as &amp;quot;years having burnt off the old Phoenix&amp;quot;. The rebirth, and more particularly the pilgrimage to Heliopolis, stress the analogy between the Phoenix and the Sun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience to physical harm&#039;&#039;&#039; is a less well-known attribute, but apparently one which goes back to the Egyptian Phoenix (popular culture has multiplied the Phoenix&#039;s attributes dramatically, e.g. in the recent Harry Potter series).&lt;br /&gt;
&lt;br /&gt;
;Link to Oni&lt;br /&gt;
:That resilience echoes that of Oni&#039;s [[Daodan|Daodan Chrysalis]]. As for the name of {{C13}}, it may apply either to [[Konoko|Mai]], who&#039;s thought to be dead after her forced acid bath, or (less likely) to [[Shinatama]], raised from the dead by Griffin as insurance against Mai.&lt;br /&gt;
&lt;br /&gt;
===Fahrenheit 451===&lt;br /&gt;
The following tirades are spoken by &#039;&#039;Granger&#039;&#039; near the end of [[wikipedia:Ray_Bradbury|Ray Bradbury]]&#039;s [[wikipedia:Fahrenheit_451|Fahrenheit 451]]&lt;br /&gt;
:There was a silly damn bird called a Phoenix back before Christ: every few hundred years he built a pyre and burned himself up. He must have been first cousin to Man. But every time he burnt himself up he sprang out of the ashes, he got himself born all over again. And it looks like we&#039;re doing the same thing, over and over, but we&#039;ve got one damn thing the Phoenix never had. We know the damn silly thing we just did. We know all the damn silly things we&#039;ve done for a thousand years, and as long as we know that and always have it around where we can see it, some day we&#039;ll stop making the goddamn funeral pyres and jumping into the middle of them. We pick up a few more people that remember, every generation.&lt;br /&gt;
:[...]We&#039;re going to meet a lot of lonely people in the next week and the next month and the next year. And when they ask us what we&#039;re doing, you can say, We&#039;re remembering. That&#039;s where we&#039;ll win out in the long run. And some day we&#039;ll remember so much that we&#039;ll build the biggest goddamn steam-shovel in history and dig the biggest grave of all time and shove war in and cover it up. Come on now, we&#039;re going to go build a mirror-factory first and put out nothing but mirrors for the next year and take a long look in them.&lt;br /&gt;
*The old folks led by Granger, and the community they belong to, appear as both the memory and the conscience of Mankind.&lt;br /&gt;
*The world being wiped out by a global war can be seen as the old Phoenix dying in the flames of his pyre, and the survivors are the seed of the young Phoenix.&lt;br /&gt;
*However, the knowledge they carry can ultimately help Mankind break out of the pointless Phoenix-like cycles it&#039;s been going through.&lt;br /&gt;
*Is Oni 2&#039;s Phoenix aware of those pointless cycles, or does the name symbolize a one-time rebirth?&lt;br /&gt;
===Phoenix by Bungie===&lt;br /&gt;
While Oni was only &#039;&#039;half&#039;&#039;-aborted by Bungie, there was another project in development, somewhere between Halo and Halo 2, which was completely scrapped : [http://phoenix.bungie.org/artwork.html Phoenix]. Little is known about it, as it was aborted very early on, before the officials had the time to reveal anything specific : the history of its cancellation you can find [http://rampancy.net/phoenix HERE]. It would seem it belonged to the real-time strategy genre, and was closer to medieval fantasy (ÃÂ  la Myth) than to science-fiction (Oni &amp;amp; Marathon &amp;amp; Halo).&lt;br /&gt;
&lt;br /&gt;
It has been speculated that the &amp;quot;[http://www.goodbrush.com/cpg146/thumbnails.php?album=12 Mystery Project]&amp;quot;, which [[Credits|Craig Mullins]] did some art for, is in fact Bungie&#039;s Phoenix.&lt;br /&gt;
&lt;br /&gt;
http://geyser.oni2.net/oni2/phoenix/RespectIsBurning.jpg&lt;br /&gt;
&lt;br /&gt;
http://geyser.oni2.net/oni2/phoenix/PhoenixDeath.jpg&lt;br /&gt;
&lt;br /&gt;
(ugly JPG compression, that last one... all images from [http://phoenix.bungie.org/artwork.html HERE])&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Oni2:Phoenix&amp;diff=15254</id>
		<title>Oni2:Phoenix</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Oni2:Phoenix&amp;diff=15254"/>
		<updated>2009-09-02T04:22:19Z</updated>

		<summary type="html">&lt;p&gt;Disembodied Soul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
|http://geyser.oni2.net/oni2/phoenix/PhoenixLogo.jpg&lt;br /&gt;
|-&lt;br /&gt;
!([http://phoenix.bungie.org/artwork.html PBO] logo)&lt;br /&gt;
|}&lt;br /&gt;
The Phoenix is an underground organization waging a rebellion against the almighty [[Oni2:META|META]]. Whereas META resulted from an official &amp;quot;blend&amp;quot; of the post-Cataclysm [[WCG]] and [[Syndicate]], Phoenix is the gathering of the &#039;&#039;dissidents&#039;&#039; from both sides. The Phoenix was first named by [http://www.haibane.de/oni/ owldreamer] [http://www.haibane.de/oni/overview.htm HERE].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
===Mythology===&lt;br /&gt;
;(from [http://www.echeat.com/essay.php?t=29746 here])&lt;br /&gt;
:It is known to be a mythical multi-colored bird of Arabia, with a long history of artistic and literary symbolism, the Phoenix is one of a kind. At the end of its five-hundred-year existence, it perches on its nest of spices and sings until sunlight ignites the masses. After the body is consumed in flames, a worm emerges and develops into the next Phoenix.&lt;br /&gt;
The origin of the myth goes back to the Ethiopian. It was later worshiped by the Egyptian as [[wikipedia:Bennu|Bennu]], in close relation to the Sun god Ra. It occurs in figurative art and literature throughout most phases of European history. The name Phoenix is Greek.&lt;br /&gt;
;(adapted from [[wikipedia:Phoenix_(mythology)|Wikipedia]])&lt;br /&gt;
:In ancient Egyptian mythology and in myths derived from it, the phoenix is a mythical sacred firebird.&lt;br /&gt;
:Said to live for 500 or 1461 years (depending on the source), the phoenix is a male bird with beautiful gold and red plumage. At the end of its life-cycle the phoenix builds itself a nest of cinnamon twigs that it then ignites; both nest and bird burn fiercely and are reduced to ashes, from which a new, young phoenix arises. The new phoenix embalms the ashes of the old phoenix in an egg made of myrrh and deposits it in Heliopolis (&amp;quot;the city of the sun&amp;quot; in Greek), located in Egypt. The bird was also said to regenerate when hurt or wounded by a foe, thus being almost immortal and invincible â a symbol of fire and divinity.&lt;br /&gt;
:Although descriptions (and life-span) vary, the phoenix (Bennu bird) became popular in early Christian art, literature and Christian symbolism, as a symbol of Christ, and further, represented the resurrection, immortality, and the life-after-death of Jesus Christ.&lt;br /&gt;
:Originally, the phoenix was identified by the Egyptians as a stork or heron-like bird called a benu, (see Bennu), known from the Book of the Dead and other Egyptian texts as one of the sacred symbols of worship at Heliopolis, closely associated with the rising sun and the Egyptian sun-god Ra.&lt;br /&gt;
The Phoenix achieves effective immortality through its ritual death and rebirth. The extra ashes left after the young Phoenix arises are often seen as &amp;quot;years having burnt off the old Phoenix&amp;quot;. The rebirth, and more particularly the pilgrimage to Heliopolis, stress the analogy between the Phoenix and the Sun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience to physical harm&#039;&#039;&#039; is a less well-known attribute, but apparently one which goes back to the Egyptian Phoenix (popular culture has multiplied the Phoenix&#039;s attributes dramatically, e.g. in the recent Harry Potter series).&lt;br /&gt;
&lt;br /&gt;
;Link to Oni&lt;br /&gt;
:That resilience echoes that of Oni&#039;s [[Daodan|Daodan Chrysalis]]. As for the name of {{C13}}, it may apply either to [[Konoko|Mai]], who&#039;s thought to be dead after her forced acid bath, or (less likely) to [[Shinatama]], raised from the dead by Griffin as insurance against Mai.&lt;br /&gt;
&lt;br /&gt;
===Fahrenheit 451===&lt;br /&gt;
The following tirades are spoken by &#039;&#039;Granger&#039;&#039; near the end of [[wikipedia:Ray_Bradbury|Ray Bradbury]]&#039;s [[wikipedia:Fahrenheit_451|Fahrenheit 451]]&lt;br /&gt;
:There was a silly damn bird called a Phoenix back before Christ: every few hundred years he built a pyre and burned himself up. He must have been first cousin to Man. But every time he burnt himself up he sprang out of the ashes, he got himself born all over again. And it looks like we&#039;re doing the same thing, over and over, but we&#039;ve got one damn thing the Phoenix never had. We know the damn silly thing we just did. We know all the damn silly things we&#039;ve done for a thousand years, and as long as we know that and always have it around where we can see it, some day we&#039;ll stop making the goddamn funeral pyres and jumping into the middle of them. We pick up a few more people that remember, every generation.&lt;br /&gt;
:[...]We&#039;re going to meet a lot of lonely people in the next week and the next month and the next year. And when they ask us what we&#039;re doing, you can say, We&#039;re remembering. That&#039;s where we&#039;ll win out in the long run. And some day we&#039;ll remember so much that we&#039;ll build the biggest goddamn steam-shovel in history and dig the biggest grave of all time and shove war in and cover it up. Come on now, we&#039;re going to go build a mirror-factory first and put out nothing but mirrors for the next year and take a long look in them.&lt;br /&gt;
*The old folks led by Granger, and the community they belong to, appear as both the memory and the conscience of Mankind.&lt;br /&gt;
*The world being wiped out by a global war can be seen as the old Phoenix dying in the flames of his pyre, and the survivors are the seed of the young Phoenix.&lt;br /&gt;
*However, the knowledge they carry can ultimately help Mankind break out of the pointless Phoenix-like cycles it&#039;s been going through.&lt;br /&gt;
*Is Oni 2&#039;s Phoenix aware of those pointless cycles, or does the name symbolize a one-time rebirth?&lt;br /&gt;
===Phoenix by Bungie===&lt;br /&gt;
While Oni was only &#039;&#039;half&#039;&#039;-aborted by Bungie, there was another project in development, somewhere between Halo and Halo 2, which was completely scrapped : [http://phoenix.bungie.org/artwork.html Phoenix]. Little is known about it, as it was aborted very early on, before the officials had the time to reveal anything specific : the history of its cancellation you can find [http://rampancy.net/phoenix HERE]. It would seem it belonged to the real-time strategy genre, and was closer to medieval fantasy (Ã  la Myth) than to science-fiction (Oni &amp;amp; Marathon &amp;amp; Halo).&lt;br /&gt;
&lt;br /&gt;
It has been speculated that the &amp;quot;[http://www.goodbrush.com/cpg146/thumbnails.php?album=12 Mystery Project]&amp;quot;, which [[Credits|Craig Mullins]] did some art for, is in fact Bungie&#039;s Phoenix.&lt;br /&gt;
&lt;br /&gt;
http://geyser.oni2.net/oni2/phoenix/RespectIsBurning.jpg&lt;br /&gt;
&lt;br /&gt;
http://geyser.oni2.net/oni2/phoenix/PhoenixDeath.jpg&lt;br /&gt;
&lt;br /&gt;
(ugly JPG compression, that last one... all images from [http://phoenix.bungie.org/artwork.html HERE])&lt;/div&gt;</summary>
		<author><name>Disembodied Soul</name></author>
	</entry>
</feed>