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Binary (*.oni) files contain both direct links. Exported XML files don't. Since usually only the first direct link is used, this bug poses quite a nuisance. Thank you in advance. | Binary (*.oni) files contain both direct links. Exported XML files don't. Since usually only the first direct link is used, this bug poses quite a nuisance. Thank you in advance. | ||
: It might be that the binary (oni/exe) are corrupted. My version of TRAMKONCOMcomb_p_p.oni was correctly extracted with onisplit 52 | : It might be that the binary (oni/exe) are corrupted. My version of TRAMKONCOMcomb_p_p.oni was correctly extracted with onisplit 52. --[[User:Paradox-01|paradox-01]] 19:00, 8 July 2011 (CEST) | ||
While I'm here I will take the chance to also ask something. I'm trying to create a combo. The animations work fine with animation type Kick, Kick2, Kick3 but not with KickRight, KrKr*, KrKrKr**. Could it be that those* animation types are dead? | While I'm here I will take the chance to also ask something. I'm trying to create a combo. The animations work fine with animation type Kick, Kick2, Kick3 but not with KickRight, KrKr*, KrKrKr**. Could it be that those* animation types are dead? I hope you will find out what's wrong. --[[User:Paradox-01|paradox-01]] 19:00, 8 July 2011 (CEST) | ||
: Loser: The problem more than likely was the fact that the TRAMKONCOMcomb_p_p_p.oni was not in the same directory as TRAMKONCOMcomb_p_p. To test, I removed TRAMKONCOMcomb_p_p_p.oni and got the same result as you did, added it back and got the correct output. OniSplit wants all the files to be in the same directory. [[User:EdT|EdT]] 23:36, 8 July 2011 (CEST) | : Loser: The problem more than likely was the fact that the TRAMKONCOMcomb_p_p_p.oni was not in the same directory as TRAMKONCOMcomb_p_p. To test, I removed TRAMKONCOMcomb_p_p_p.oni and got the same result as you did, added it back and got the correct output. OniSplit wants all the files to be in the same directory. [[User:EdT|EdT]] 23:36, 8 July 2011 (CEST) | ||
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Pathfinding issue fixed, though it seems to be still slightly off: | Pathfinding issue fixed, though it seems to be still slightly off: | ||
[[Image:junkyard_PFG.jpg]] | |||
There is still the issue of falling through the ground. | There is still the issue of falling through the ground. | ||
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I was able to create the pathfinding grids, however, they are offset from the geometry. Also, there is a spot where you will fall through the ground. | I was able to create the pathfinding grids, however, they are offset from the geometry. Also, there is a spot where you will fall through the ground. | ||
[[Image:junkyard.png]] | |||
The bnv itself is correct: | The bnv itself is correct: | ||
[[Image:junkyard_bnv.png]] | |||
Here are my files: http://edt.oni2.net/testlevel/TestLevel.zip | Here are my files: http://edt.oni2.net/testlevel/TestLevel.zip | ||
EDIT: Tested OniSplit with the arena level data: http://mods.oni2.net/system/files/80200ArenaofHurt.zip | EDIT: Tested OniSplit with the arena level data: <nowiki>http://mods.oni2.net/system/files/80200ArenaofHurt.zip</nowiki> | ||
Extracted the AKEV, then used create:akev to import the level. The pathfinding grids were offset from the geometry and there were areas where the player will fall through the floor. | Extracted the AKEV, then used create:akev to import the level. The pathfinding grids were offset from the geometry and there were areas where the player will fall through the floor. | ||
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New OniSplit version: | New OniSplit version: OniSplit v0.9.52 (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit%5E_v0.9.52.zip</nowiki>, dead link) | ||
What's new: | What's new: | ||
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When you have time, can you take a look at this: | When you have time, can you take a look at this: | ||
[[Image:TRBSproblem.jpg]] | |||
When I use the latest FBX Converter 2010.2 to convert FBX to DAE, I get this problem. However, when I use an older version, it works fine. Here are the DAEs from both version: http://edt.oni2.net/temp/TRBSproblem.zip G2 is uses the new version, G1 uses the old. | When I use the latest FBX Converter 2010.2 to convert FBX to DAE, I get this problem. However, when I use an older version, it works fine. Here are the DAEs from both version: http://edt.oni2.net/temp/TRBSproblem.zip G2 is uses the new version, G1 uses the old. | ||
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Hi Neo, | Hi Neo, | ||
I have thought of adding a point to your todo list if you don't mind. Since the throw target is sort of reversed played in Oni (body rotated by 180 degrees, reversed movement, if I remember correctly), it would come handy if Onisplit can reverse it. Doing it in XSI would be a load of unnecessary work each time. Onisplit could easily recognize this special animation in the XML tags (<Flag>... ThrowTarget ...</Flag>). | I have thought of adding a point to your todo list if you don't mind. Since the throw target is sort of reversed played in Oni (body rotated by 180 degrees, reversed movement, if I remember correctly), it would come handy if Onisplit can reverse it. Doing it in XSI would be a load of unnecessary work each time. Onisplit could easily recognize this special animation in the XML tags (<Flag>... ThrowTarget ...</Flag>). --[[User:Paradox-01|Paradox-01]] 15:21, 29 March 2010 (UTC) | ||
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# Load Science Prison SP1 so there's no music or enemies around, and do "chr_location 0 676.3 64.7 -1898.3". You're now on top of the gears. | # Load Science Prison SP1 so there's no music or enemies around, and do "chr_location 0 676.3 64.7 -1898.3". You're now on top of the gears. | ||
# Run into one of the nearby rooms with windows. The sound comes from the point you teleported to, so position yourself so the "ray" from the sound can reach you through a window. If you are standing with part of the room's wall in the way, the sound may cut out completely, which you don't want. | # Run into one of the nearby rooms with windows. The sound comes from the point you teleported to, so position yourself so the "ray" from the sound can reach you through a window. If you are standing with part of the room's wall in the way, the sound may cut out completely, which you don't want. | ||
# Listen to the sound. Isn't it soothing? Now shoot the glass out (the M. Bow is a nice choice, it's quiet so you can hear the gears more clearly). The sound should get louder. You can hear this in my movie http://iritscen.oni2.net/temp/GearsTestWindows.mp4 (though the gears sound was distorted at the time because I didn't set the .grp properly, that's besides the point in this case). | # Listen to the sound. Isn't it soothing? Now shoot the glass out (the M. Bow is a nice choice, it's quiet so you can hear the gears more clearly). The sound should get louder. You can hear this in my movie <nowiki>http://iritscen.oni2.net/temp/GearsTestWindows.mp4</nowiki> (dead link) (though the gears sound was distorted at the time because I didn't set the .grp properly, that's besides the point in this case). | ||
# Now replace the Occ package with the NoOcc package and install it. This one uses 44Khz sound. | # Now replace the Occ package with the NoOcc package and install it. This one uses 44Khz sound. | ||
# Performing the same test, you should hear the gears at the same volume through glass as without the glass in the way. You can hear this issue in my movie http://iritscen.oni2.net/temp/GearsTestMac.mp4. Obviously in the Mac test I was using 22Khz sound, and yet I experienced the same issue. I suspect something was changed in the occlusion code between the Windows and Mac releases, perhaps in tandem with the removal of 44Khz sound support, that glommed the Windows 44Khz bug onto the Mac 22Khz sound code. | # Performing the same test, you should hear the gears at the same volume through glass as without the glass in the way. You can hear this issue in my movie <nowiki>http://iritscen.oni2.net/temp/GearsTestMac.mp4</nowiki> (dead link). Obviously in the Mac test I was using 22Khz sound, and yet I experienced the same issue. I suspect something was changed in the occlusion code between the Windows and Mac releases, perhaps in tandem with the removal of 44Khz sound support, that glommed the Windows 44Khz bug onto the Mac 22Khz sound code. | ||
Now, is it definitely a problem with Oni? I guess it is if we're sure that the sounds and .grp I provided are formatted and imported correctly. Or perhaps I'm totally mixed up here and don't know what I'm talking about. I've never done sound work before in Oni. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 15:36, 25 April 2013 (CEST) | Now, is it definitely a problem with Oni? I guess it is if we're sure that the sounds and .grp I provided are formatted and imported correctly. Or perhaps I'm totally mixed up here and don't know what I'm talking about. I've never done sound work before in Oni. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 15:36, 25 April 2013 (CEST) | ||
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Hi Neo, do you still stop by the wiki? Not sure if you will see this. I sent you an email at what I'm pretty sure is your Yahoo! address, but I don't know if you still check that email, and it doesn't seem that you use Yahoo! Messenger anymore. I'm trying to get back in touch with you to ask you some questions about OniSplit, etc. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 00:02, 27 September 2016 (CEST) | Hi Neo, do you still stop by the wiki? Not sure if you will see this. I sent you an email at what I'm pretty sure is your Yahoo! address, but I don't know if you still check that email, and it doesn't seem that you use Yahoo! Messenger anymore. I'm trying to get back in touch with you to ask you some questions about OniSplit, etc. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 00:02, 27 September 2016 (CEST) | ||
[[Category:Userspace]] | |||