Talk:Importing character models: Difference between revisions
(hope this helps too) |
(ONCC VS "characters"? what the?) |
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:'''The same TRBS worked in level0_Final, so I know it's not the file's fault.''' It's never the file's fault. There are only program bugs and user errors. In your case there seems to be more of the latter, even though it's hard to tell because "it didn't work" is as uninformative as reports get. | :'''The same TRBS worked in level0_Final, so I know it's not the file's fault.''' It's never the file's fault. There are only program bugs and user errors. In your case there seems to be more of the latter, even though it's hard to tell because "it didn't work" is as uninformative as reports get. | ||
:'''I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs?''' Aren't you tired of guessing wrong? There is no such limitation, never was. The example up there is Edition-oriented, that's all. Don't guess, just say what you did exactly, why doncha? | :'''I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs?''' Aren't you tired of guessing wrong? There is no such limitation, never was. The example up there is Edition-oriented, that's all. Don't guess, just say what you did exactly, why doncha? | ||
:'''I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs?''' Really, dude... The original Oni has no ONCC in level 0, that's why you could shapeshift to most characters in only a few levels. And what the frack do you mean by "characters"? TRBS? | |||
::[[User:Geyser|geyser]] 20:55, 5 June 2008 (CEST) | ::[[User:Geyser|geyser]] 20:55, 5 June 2008 (CEST) | ||
This may seem hard at first, but once you learn it, it will make life easier for you. | This may seem hard at first, but once you learn it, it will make life easier for you. |
Revision as of 19:06, 5 June 2008
For TRBS files
To export an ONCC or TRBS file to Collada format:
onisplit -extract:dae dest_dir ..\GameDataFolder\level0_Final\ONCCkonoko_generic.oni
This will produce an ONCCkonoko_generic.dae collada file in the directory dest_dir plus the tga texture files used by the specified character.
Note: Blender's Collada importer/exporter is buggy, so you will need to add the options -noanim and -zup when extracting collada files for use with Blender:
onisplit -extract:dae dest_dir -noanim -zup ..\GameDataFolder\level0_Final\ONCCkonoko_generic.oni
-noanim prevents the export of the default idle animation. That's needed because Blender doesn't import animated objects correctly. -zup exports a collada file with a coordinate system where Z axis points up instead of the default (Y up). This is needed because Blender uses Z up but the importer gets it wrong and convert to something else.
To create a TRBS file, use the following command:
onisplit -create:trbs ..\GameDataFolder\level0_Final ONCCkonoko_generic.dae
This will create the TRBSkonoko_generic.oni file in dest_dir.
Options include
-normals autogenerate normals. -cel generate a shell to give the effect of cel shading.
Example
onisplit -create:trbs ..\GameDataFolder\level0_Final -normals ONCCkonoko_generic.dae
For more detailed information about importing characters, please this page: AE:Importing character models
So, uh, you can't add a TRBS that you want to test into a folder other than level0_Final, right? I thought I could save time by not having to recompile level0_Final, so I added a TRBS for Griffin that I was testing to level12_Final ("Rooftops"), and it didn't work. The same TRBS worked in level0_Final, so I know it's not the file's fault. I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs? What about making a plugin with that TRBS.oni file and naming it "level12_griffin"? --Iritscen 19:38, 3 June 2008 (CEST)
- The same TRBS worked in level0_Final, so I know it's not the file's fault. It's never the file's fault. There are only program bugs and user errors. In your case there seems to be more of the latter, even though it's hard to tell because "it didn't work" is as uninformative as reports get.
- I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs? Aren't you tired of guessing wrong? There is no such limitation, never was. The example up there is Edition-oriented, that's all. Don't guess, just say what you did exactly, why doncha?
- I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs? Really, dude... The original Oni has no ONCC in level 0, that's why you could shapeshift to most characters in only a few levels. And what the frack do you mean by "characters"? TRBS?
- geyser 20:55, 5 June 2008 (CEST)
This may seem hard at first, but once you learn it, it will make life easier for you.
- Get 0xED http://www.macupdate.com/info.php/id/22750/0xed
- Make a duplicate of ONCCgriffin_generic.oni and rename ONCCgriffin_generi1.oni, now open it with 0xED. Scroll to the end of the file. Look for the text TRBSgriffin_body_high, change it to TRBSgriffin_body_hig1 (Make sure that 0xED is in Overwrite mode: Edit - Write Mode - Overwrite). Save.
- Rename the TRBS you created to TRBSgriffin_body_hig1.oni
- Put both these files in the Level1_Final folder.
- In the Level1_Final folder look for the file BINACJBOCharacter.oni. Open it with 0xED.do a search for griffin. You should get the text griffin_generic, you will need to change that to griffin_generi1. Save.
- Rebuild Level1
- Now modify a script to spawn griffin in Level1
That's it, now whenever you make changes to griffin, it will be quicker to rebuild level1 than level0. Further, since I added a number of character to BINACJBOCharacter.oni, you will have access to EvilKonoko, Shinatama, Muro, etc. So if you ever want to change them, you can follow the above process.
Now I made the changes to the file names very simple. The point of just changing one character in the name using the hex editor is to prevent the file from changing its size. (In the file itself, there is a number which tell Oni, the size of the file, so if you even add or delete one character, then it will cause a crash, since it is not the correct file size) But in the future, you can make the names more appropriate, by first exporting the ONCC as an .xml file then changing the names of the links to the TRBS, TRMA (textures), TRAC (animations), because OniSplit will calculate the correct file size.
Hope this helps,
EdT 21:43, 3 June 2008 (CEST)
- I think it does help, thanks Ed. Do I understand this right? Is this going to replace the existing Griffin character with the one I added to level1_Final? But only for level 1, of course. --Iritscen 22:59, 3 June 2008 (CEST)
- Ed's instructions don't technically replace the "existing Griffin character" (of course this depends on what exactly you mean by that). Since the new ONCC and TRBS are not named the same as the original ones, the new stuff and the old stuff will exist alongside each other and never interfere. This is also why Ed has to go to the trouble of modifying BINACJBOCharacter - because the new ONCC does not override the old one and has to be summoned by its own, different name.
- Personally I think the most straightforward thing to do when testing the visual aspect of a new character is to just import a plugin with the ONCC and TRBS, shapeshift the player and use the manual camera. If you want to see the new Griffin controlled by AI, then make sure the name of the ONCC in the plugin is the same as the original and that the plugin is loaded before the level#_Final.dat where the original Griffin is. Take THIS one for example.
- Then you only need to be careful about a few things. Like, if you want your ONCC to be a level0 plugin, then make sure you have globalized all the crucial dependencies of the ONCC (TRMA, TXMP, TRAC, TRAM, TRAS, TRSC). And of course, if you run into trouble, try to file a report so we can tell you where you messed up.
- geyser 20:55, 5 June 2008 (CEST)