Talk:Importing character models: Difference between revisions

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==talk==
'''For TRBS files'''
'''For TRBS files'''


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   onisplit -create:trbs ..\GameDataFolder\level0_Final -normals ONCCkonoko_generic.dae
   onisplit -create:trbs ..\GameDataFolder\level0_Final -normals ONCCkonoko_generic.dae


For more detailed information about importing characters, please this page: [[AE:Importing character models]]
For more detailed information about importing characters, please this page: [[Importing character models]]


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::[[User:Geyser|geyser]] 20:55, 5 June 2008 (CEST)
::[[User:Geyser|geyser]] 20:55, 5 June 2008 (CEST)
This may seem hard at first, but once you learn it, it will make life easier for you.
This may seem hard at first, but once you learn it, it will make life easier for you.
#Get 0xED http://www.macupdate.com/info.php/id/22750/0xed
#Get 0xED https://web.archive.org/web/20110101150641/https://www.macupdate.com/app/mac/22750/0xed
#Make a duplicate of ONCCgriffin_generic.oni and rename ONCCgriffin_generi1.oni, now open it with 0xED. Scroll to the end of the file. Look for the text TRBSgriffin_body_high, change it to TRBSgriffin_body_hig1 (Make sure that 0xED is in Overwrite mode:  Edit - Write Mode - Overwrite). Save.
#Make a duplicate of ONCCgriffin_generic.oni and rename ONCCgriffin_generi1.oni, now open it with 0xED. Scroll to the end of the file. Look for the text TRBSgriffin_body_high, change it to TRBSgriffin_body_hig1 (Make sure that 0xED is in Overwrite mode:  Edit - Write Mode - Overwrite). Save.
#Rename the TRBS you created to TRBSgriffin_body_hig1.oni
#Rename the TRBS you created to TRBSgriffin_body_hig1.oni
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:Oh, and Ed: you're saying confused/confusing and possilby wrong things up there about not messing up file sizes. The header of an .oni file doesn't actually know or care about the total file size. The only thing you should care about for an ONCC is the offsets of the names of the dependencies, at the end (one offset for every name). That's where you can't allow to make the name of the linked-to TRBS longer without shifting all the following dependencies of the ONCC and updating their name offsets consistently. As for the name of the ONCC itself, you can rename the file to anything at all, like ONCCgriffin_generic_fubar.oni : OniSplit will ignore the internal name of the root instance and use the filename instead. And as for the ONCC name in [[CHAR]], it's a fixed-size array (char[64]), so virtually any new name will work, as long as you take care of the null char after the ONCC name.
:Oh, and Ed: you're saying confused/confusing and possilby wrong things up there about not messing up file sizes. The header of an .oni file doesn't actually know or care about the total file size. The only thing you should care about for an ONCC is the offsets of the names of the dependencies, at the end (one offset for every name). That's where you can't allow to make the name of the linked-to TRBS longer without shifting all the following dependencies of the ONCC and updating their name offsets consistently. As for the name of the ONCC itself, you can rename the file to anything at all, like ONCCgriffin_generic_fubar.oni : OniSplit will ignore the internal name of the root instance and use the filename instead. And as for the ONCC name in [[CHAR]], it's a fixed-size array (char[64]), so virtually any new name will work, as long as you take care of the null char after the ONCC name.
::[[User:Geyser|geyser]] 21:57, 5 June 2008 (CEST)
::[[User:Geyser|geyser]] 21:57, 5 June 2008 (CEST)
:::Maybe I'm confused, but, if you look at offset 0x0030 in an ONCC or TRAC .oni file, I thought that offset pointed to the end of the file.  For example ONCCkonoko_generic.oni has 8017 and that points to 0x1780, ONCCbarabus is A016 that points to 0x16A0.  Also, that's what I documented at http://wiki.oni2.net/OBD_talk:TRAC and if that point was incorrect, I'm sure someone would have corrected it.  So based on that information, I made the statement about not messing up the file size, while using a hex editor. Also, I knew about being able to rename the file to anything else, that's what I did with the files related to the Motoko character.
:::Maybe I'm confused, but, if you look at offset 0x0030 in an ONCC or TRAC .oni file, I thought that offset pointed to the end of the file.  For example ONCCkonoko_generic.oni has 8017 and that points to 0x1780, ONCCbarabus is A016 that points to 0x16A0.  Also, that's what I documented at [[OBD_talk:TRAC]] and if that point was incorrect, I'm sure someone would have corrected it.  So based on that information, I made the statement about not messing up the file size, while using a hex editor. Also, I knew about being able to rename the file to anything else, that's what I did with the files related to the Motoko character.
:::[[User:EdT|EdT]] 23:00, 5 June 2008 (CEST)
:::[[User:EdT|EdT]] 23:00, 5 June 2008 (CEST)
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EdT, you uploaded this picture a while back; isn't it useful in this article (or somewhere?): [[:Image:3D rotationpose.jpg]] --[[User:Iritscen|Iritscen]] 04:58, 5 October 2008 (CEST)
EdT, you uploaded this picture a while back; isn't it useful in this article (or somewhere?): Image:3D rotationpose.jpg --[[User:Iritscen|Iritscen]] 04:58, 5 October 2008 (CEST)
:Its probably not useful anymore, since Onisplit can now export the character in an upright pose.  [[User:EdT|EdT]] 03:57, 6 October 2008 (CEST)
::Well, I will mark for deletion, then; if you change your mind, the image probably won't actually be gone anytime soon. --[[User:Iritscen|Iritscen]] 05:53, 6 October 2008 (CEST)
 
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Rewriting of '''AE: Importing character models'''
* Maybe use some stuff Samer wrote [http://oni.bungie.org/forum/viewtopic.php?id=2423 over there].
* Let's see where we can use links instead of copying stuff that is already on this wiki.
 
==exporting a character from Oni==
===step 1: installing needed tools===
* .NET Framework 2 or higher
* Oni Anniversary Edition (AE)
* Vago
 
===step 2: choosing a pose===
* default orientation
* -noanim pose
* Idle pose
* Any pose
 
===step 3: doing the export===
* via command line
* via onisplit GUI (Vago)
 
 
==creating a character in Blender==
 
==creating a character in Mod Tool==
===step 1: 19 body parts===
* bring together new stuff or do some bastardizing
* create overlaps
* avoid discountinuties (''blue lines'')
* triangulate the meshes
 
===step 2: level of detail (LOD)===
* create 5 models differing in level of detail (basically the triangle number)
===step 3: hierarchy===
* move and rotate center
* remove keyframes
* build hierarchy
===step 4: UVs===
* [...]
===step 5: textures===
* [...]
*
===step 6: error check===
* [...]
 
 
==importing a character to Oni==
===step 1: TRBS // character 3D model===
* cel-shading
* [...]
===step 2: TRMA // character texture collection===
* [...]
===step 3: TXMPs // character textures===
* [...]
===step 4: ONCC // character main file===
* [...]
===step 5: BINACJBOCharacter // character spawn collection===
* [...]
===step 6: AE package===
* [...]
 
 
==additional changes==
===animation contrails: white and colored ones===
===impact effects===
===Daodan stuff===
===sounds===
===?===
 
[[Category:Modding tutorials]]