Talk:Mod Tool/OniTools addon: Difference between revisions

m
1) OBJC id ... that was something else ... correcting this. 2) getting the required polygons as quads turned out to be a trilema
mNo edit summary
m (1) OBJC id ... that was something else ... correcting this. 2) getting the required polygons as quads turned out to be a trilema)
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# hit level export button to build the BINACJBOconsole and other xml and eventully all level files as onis
# hit level export button to build the BINACJBOconsole and other xml and eventully all level files as onis
# now it would be time for the binary AKEV patching
# now it would be time for the binary AKEV patching
## we have the console id, with that we can look up the OBJC id in BINACJBOconsole
## console id can be used to identify the polygons in AKEV's AGQG instance where the vertex shading is stored (<Colors>)
## the OBJC id is then used to identify the polygons in AKEV's AGQG instance where the vertex shading is stored (<Colors>)
## now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons
## now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons
## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color")
## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color")
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* AGQG has 47 elements.
* AGQG has 47 elements.


There are now 3 options:
* get Neo's OniSplit algorithm to quadrangulate the mesh in Mod Tool (complicated)
* read the AKEV xml file to get the mesh's vertices/quads (slow and uncool)
* extract the mesh as dae from AKEV and use that as vertex shading object (reference for M3GM) (faster but uncool because it still requires all consoles, doors, etc.)


===Animated reference===
===Animated reference===
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