OBD talk:TRMA: Difference between revisions

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__TOC__


==talk==
Quoting [[User:Geyser|geyser]] from {{OCF}}:
Quoting [[User:Geyser|geyser]] from {{OCF}}:
:"Oni characters have a modular design one can take advantage of, by "swapping bones" and authoring all-new textures.
:"Oni characters have a modular design one can take advantage of, by "swapping bones" and authoring all-new textures.
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Of course Konoko's head was messed up having the SWAT helmet. So then I replaced that part withTXMPIteration002/k4_head and got this:
Of course Konoko's head was messed up having the SWAT helmet. So then I replaced that part withTXMPIteration002/k4_head and got this:


http://edt.oni2.net/AE/konokoH.jpg
[[Image:konokoH.jpg]]


It seems everything after the head, lost the textures.  But I ran out of time to figure out what's wrong.
It seems everything after the head, lost the textures.  But I ran out of time to figure out what's wrong.
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:"now I have a Black ops Konoko" Yeah, it was certainly worth the trouble, LOL.
:"now I have a Black ops Konoko" Yeah, it was certainly worth the trouble, LOL.
:Note that I've already produced a Konoko using Black Ops SWAT textures [[AE:Konoko|HERE]].
:Note that I've already produced a Konoko using Black Ops SWAT textures.
:I've found that she looks better with a bulletproof vest and bulletproof a$$.
:I've found that she looks better with a bulletproof vest and bulletproof a$$.
:(just use the SWAT's shoulderplate texture for both the chest and the pelvis)
:(just use the SWAT's shoulderplate texture for both the chest and the pelvis)
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EdT
EdT


 
{{OBD}}
==XML area==
{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is compatible with onisplit '''v0.9.61.0'''
|}
 
'''general information'''
* Every character class file (ONCC) needs some links to other files from where it can get the 3D mesh, animations and other things.
* This includes also a link to the texture collection (TRMA) of the 3D mesh. The mesh has 19 body parts, so there will be also always 19 textures links in the TRMA.
* The order of the TRMA links is determined by the mesh hierarchy ([[OBD:TRIA#Bones|TRIA]]).
 
 
'''example'''
 
TRMAkonoko002_high_texture_generic.xml
<?xml version="1.0" encoding="utf-8"?>
<Oni>
    <TRMA id="0">
        <Textures>
            <Link>TXMPIteration001/KS_pelvis</Link>
            <Link>TXMPIteration001/KS_thigh_horiz</Link>
            <Link>TXMPIteration001/KS_calf_nobknee</Link>
            <Link>TXMPIteration001/KS_foot</Link>
            <Link>TXMPIteration001/KS_thigh_horiz</Link>
            <Link>TXMPIteration001/KS_calf_nobknee</Link>
            <Link>TXMPIteration001/KS_foot</Link>
            <Link>TXMPIteration001/KS_mid</Link>
            <Link>TXMPIteration001/KS_chestpack</Link>
            <Link>TXMPIteration001/KS_neck</Link>
            <Link>TXMPIteration001/KS_face</Link>
            <Link>TXMPIteration001/KS_shoulder</Link>
            <Link>TXMPIteration001/KS_bicep</Link>
            <Link>TXMPIteration001/KS_wrist</Link>
            <Link>TXMPIteration001/ks_fist</Link>
            <Link>TXMPIteration001/KS_shoulder</Link>
            <Link>TXMPIteration001/KS_bicep</Link>
            <Link>TXMPIteration001/KS_wrist</Link>
            <Link>TXMPIteration001/ks_fist</Link>
        </Textures>
    </TRMA>
</Oni>
 
TRMA files contain sometimes a link with a "/" in it. The actual TXMP file use a "%2F" instead of the "/".
 
 
For example:
 
:TXMPIteration001%2FKS_pelvis.oni<br>
:TXMPIteration001%2FKS_thigh_horiz.oni<br>
:[...]