User talk:EdT/Archive1: Difference between revisions

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I think it is a good idea, I found the post with Loser's glass breaking hack:
I think it is a good idea, I found the post with Loser's glass breaking hack:
http://oni.bungie.org/community/forum/viewtopic.php?pid=2856#p2856
http://oni.bungie.org/forum/viewtopic.php?pid=2856#p2856


[[User:EdT|EdT]]
[[User:EdT|EdT]]
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:*for the PC demo executable:
:*for the PC demo executable:
::go to 0x021148 and change 00 to 01
::go to 0x021148 and change 00 to 01
:*for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. [http://geyser.oni2.net/EXE/pc.east THIS] one):
:*for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. [http://geyser.oni2.net/EXE/pc.east/ THIS] one):
::go to 0x0206A8 and change 00 to 01
::go to 0x0206A8 and change 00 to 01
:In case you're wondering: yes, it's a little big revolution. There are a few limitations, but mods will be much more modder- and user-friendly with this feature.
:In case you're wondering: yes, it's a little big revolution. There are a few limitations, but mods will be much more modder- and user-friendly with this feature.
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I can see how this will make it much easier for the end user, just put the files in the GameDataFolder and you're done!
I can see how this will make it much easier for the end user, just put the files in the GameDataFolder and you're done!


Also, thanks for the cosplay model.  I still have lots to learn about using the right meshes. But It seems the facets in my Motoko model are a result of the FBX converter.  I did another extract of ONCCk4_K and then converted the .dae to fbx.  If you're interested, you can see the results here; http://edt.oni2.net/3D/ONCCk4_K.zip
Also, thanks for the cosplay model.  I still have lots to learn about using the right meshes. But It seems the facets in my Motoko model are a result of the FBX converter.  I did another extract of ONCCk4_K and then converted the .dae to fbx.  If you're interested, you can see the results here; <nowiki>http://edt.oni2.net/3D/ONCCk4_K.zip</nowiki> (dead link)


[[User:EdT|EdT]] 06:55, 5 May 2008 (CEST)
[[User:EdT|EdT]] 06:55, 5 May 2008 (CEST)
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  Oni crashed…
  Oni crashed…
  Please post your “startup.txt” file to <http://oni.bungie.org/community/forum/>…
  Please post your “startup.txt” file to <http://oni.bungie.org/forum/>…
  Caught exception 0xc0000005 at 0x004244ce…
  Caught exception 0xc0000005 at 0x004244ce…
   EAX = 0000000000, ECX = 0x0027e201, EDX = 0x08000001
   EAX = 0000000000, ECX = 0x0027e201, EDX = 0x08000001
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EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent.  Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"
EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent.  Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"


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


[[User:EdT|EdT]] 00:53, 25 May 2008 (CEST)
[[User:EdT|EdT]] 00:53, 25 May 2008 (CEST)
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A couple of things to check, do you have the latest version of OniSplit?  Is the 3D model highly detailed, if so, Oni will crash when the object comes into view.
A couple of things to check, do you have the latest version of OniSplit?  Is the 3D model highly detailed, if so, Oni will crash when the object comes into view.


You might want to look at this tutorial:
You might want to look at this tutorial: [[Importing_character_models]]
http://wiki.oni2.net/AE:Importing_character_models


Its hard to say what the problem is without seeing the model. Can you post it?
Its hard to say what the problem is without seeing the model. Can you post it?
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Hey man, there is [http://www.paradox.oni2.net/mods/mac_shapeshift_test.zip something] to test for you =)
Hey man, there is something (<nowiki>http://www.paradox.oni2.net/mods/mac_shapeshift_test.zip</nowiki>, dead link) to test for you =)
: (Instructions: delete all compound scripts, put in "test.bsl". The character file is for level19_Final. Hope it works.) --[[User:Paradox-01|Paradox-01]] 20:10, 6 October 2008 (CEST)
: (Instructions: delete all compound scripts, put in "test.bsl". The character file is for level19_Final. Hope it works.) --[[User:Paradox-01|Paradox-01]] 20:10, 6 October 2008 (CEST)
:: Muro appeared first then, Barabus a few seconds later. The command "chr_wait_animtype 0 jump" had no effect.  I didn't know you can have more than one character flagged as "IsPlayer" [[User:EdT|EdT]] 20:48, 6 October 2008 (CEST)
:: Muro appeared first then, Barabus a few seconds later. The command "chr_wait_animtype 0 jump" had no effect.  I didn't know you can have more than one character flagged as "IsPlayer" [[User:EdT|EdT]] 20:48, 6 October 2008 (CEST)
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It looks like there's a couple different links to Oni apps in your subdomain, EdT, http://edt.oni2.net/files/OniOSXfix.zip and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --[[User:Iritscen|Iritscen]] 16:58, 12 October 2008 (CEST)
It looks like there's a couple different links to Oni apps in your subdomain, EdT, <nowiki>http://edt.oni2.net/files/OniOSXfix.zip</nowiki> (dead link) and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --[[User:Iritscen|Iritscen]] 16:58, 12 October 2008 (CEST)
 
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