OBD talk:TRBS: Difference between revisions

From OniGalore
Jump to navigation Jump to search
(aha!)
m (using Image: consistently to make it easier to find all image refs on a page)
 
(16 intermediate revisions by 3 users not shown)
Line 1: Line 1:
__TOC__
==Old talk==
===New 19-bone TRIA===
Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files.


===How about more body parts?===
An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.
[http://www.youtube.com/watch?v=1UuesYUvyAk HERE's] a quick and dirty test. (Done on PC.)


So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.) You can access the used files [http://dl.dropbox.com/u/139715/OniGalore/talk/20_body_parts.rar HERE].
If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --[[User:Paradox-01|Paradox-01]] 14:47, 15 May 2011


{| border=0 cellspacing=20 cellpadding=0 align=right
:If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone  number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC)
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080_TN.jpg]
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085_TN.jpg]
|}
There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).


TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).
On a side note: the aiming animation was affecting the new part. Why? I dunno.


Sure more tests are needed. :/
===How about more body parts?===
Here's a quick and dirty test (<nowiki>https://www.youtube.com/watch?v=1UuesYUvyAk</nowiki>, dead link). (Done on PC.)


So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.).


====proposal for onisplit modifications====
[[Image:TRBS_hit_on_20th_bone.jpg|thumb]]
Maybe this whole 19+ thing requires engine modding too but that's what I think what should be tried before.
[[Image:TRBS_gun_fire_on_20th_bone.jpg|thumb]]


:* changing limit variable from 19 to 32
There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).
:: for ONCC's CBPM (materials) and CBPI (HitImpacts, BlockedImpacts, KilledImpacts) (unsure if this work)
:: for TRBS (dae-to-oni import) (this should work because the old xml way does already)


:* allow import of up-to-32-bones-TRAM.dae files ([[OBD:TRAM/raw0x34#Compression_size_6|???]])
TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).
:* allow creation of raw archives with such TRAMs
 
http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/no_raw_file_for_20-bones-TRAM.png
 
 
===new 19-bone TRIA===
Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. A simple test can be seen here: [http://dl.dropbox.com/u/139715/OniGalore/talk/simple_hex_model_walk_test.wmv vid] + [http://dl.dropbox.com/u/139715/OniGalore/talk/hex.h-test.zip files].


An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.
Probably this whole thing falls under the rubric "too difficult to achieve". --[[User:Paradox-01|Paradox-01]] 16:18, 14 May 2011‎


If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --dox
{{OBD}}
:If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone  number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC)

Latest revision as of 14:15, 13 May 2022

Old talk

New 19-bone TRIA

Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files.

An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.

If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --Paradox-01 14:47, 15 May 2011

If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a TRAS aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I really hope for is a game-ready Iron Demon ^_^ ) --geyser 23:34, 22 May 2011 (UTC)


How about more body parts?

Here's a quick and dirty test (https://www.youtube.com/watch?v=1UuesYUvyAk, dead link). (Done on PC.)

So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.).

TRBS hit on 20th bone.jpg
TRBS gun fire on 20th bone.jpg

There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).

TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).

Probably this whole thing falls under the rubric "too difficult to achieve". --Paradox-01 16:18, 14 May 2011‎