XML:ONLV: Difference between revisions

21 bytes removed ,  12 April 2013
m
still trying to do a reimport .... i guess this was my worst day in modding since ages .. so much confusion
mNo edit summary
m (still trying to do a reimport .... i guess this was my worst day in modding since ages .. so much confusion)
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After export the extraction of objects can fail if their textures can't be found. Those objects probably use textures stored in level 0.
After export the extraction of objects can fail if their textures can't be found. Those objects probably use textures stored in level 0.


In that case the "-search" argument can help to make correct extractions. In total the commands will look like this:
In that case use the "-search" argument to make correct extractions. In total the commands will look like this:


  onisplit -export level0_files level0.dat
  onisplit -export level0_files level0.dat
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===Missing vertex shading===
===CJBO and vertex shading===
<strike>Consoles and probably all other functional objects don't become exported with vertex shading.</strike>
* Object (xml) import via <Object> tag (xml master file) will get you objects without vertex shading. (onisplit will pick *.oni class files from the shared folder.)
Exported dae files are just some sort of placeholder. Their content gets replaced by classes from the shared folder that of course don't have vertex shading.
* Object (dae) import via <Model> tag (xml master file) should get you objects with vertex shading but no functions. In that case add corresponding CJBO files by hand.
 
I'm currently going nuts figuring out how to bypass that feature of onisplit...




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