Talk:OniSplit/Archive1: Difference between revisions

m
link fix
(talk from 2008-09)
 
m (link fix)
 
(5 intermediate revisions by the same user not shown)
Line 3: Line 3:
I call this The Fly! lol
I call this The Fly! lol


http://edt.oni2.net/OniSplit/flyhead.jpg
[[Image:flyhead.jpg]]


I used the head from owldreamer's Masterchief.  It looked correct in Blender, but it is rotated wrong here. There is no texture map for it.  Also, the texture mapping is off for the rest of the body, even though I did not make any changes.
I used the head from owldreamer's Masterchief.  It looked correct in Blender, but it is rotated wrong here. There is no texture map for it.  Also, the texture mapping is off for the rest of the body, even though I did not make any changes.
Line 13: Line 13:
I imported owldreamer's Masterchief, renamed the geometries, set the parents, all the rotations were set to 0.  But when importing to Oni, it was broken.
I imported owldreamer's Masterchief, renamed the geometries, set the parents, all the rotations were set to 0.  But when importing to Oni, it was broken.


http://edt.oni2.net/OniSplit/MCbroken.jpg
[[Image:MCbroken.jpg]]


I also had a question about the naming of the geometries.  In Blender the names go right_thigh, left_calf and so on.  But when I looked at an exported ONCC as an OBJ, they are named thigh_right, calf_left.  Which is correct?  Especially when naming in Blender?  Also, why does Blender have the the name left_left?  I looked at the naming structure from the extracted ONCCkonoko_generic.dae which was imported into Blender.
I also had a question about the naming of the geometries.  In Blender the names go right_thigh, left_calf and so on.  But when I looked at an exported ONCC as an OBJ, they are named thigh_right, calf_left.  Which is correct?  Especially when naming in Blender?  Also, why does Blender have the the name left_left?  I looked at the naming structure from the extracted ONCCkonoko_generic.dae which was imported into Blender.
Line 23: Line 23:
EdT
EdT


First the simple problems: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit_v0.9.4.zip OniSplit 0.9.4] contains:
First the simple problems: OniSplit 0.9.4 (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit_v0.9.4.zip</nowiki>, dead link) contains:
:*fix for flipped textures
:*fix for flipped textures
:*corrected left_left to left_thigh
:*corrected left_left to left_thigh
Line 94: Line 94:


Here is the version with the Masterchief directly imported from the start. Both Blender and TRBS.oni files:
Here is the version with the Masterchief directly imported from the start. Both Blender and TRBS.oni files:
http://edt.oni2.net/3D/MCfiles.zip
<nowiki>http://edt.oni2.net/3D/MCfiles.zip</nowiki> (dead link)


According to Cheetah3D for the Masterchief model: 19 polygon objects, 2580 polygons, 2580 triangles.
According to Cheetah3D for the Masterchief model: 19 polygon objects, 2580 polygons, 2580 triangles.
Line 100: Line 100:
This is one screenshot I got before the lost data:
This is one screenshot I got before the lost data:


http://edt.oni2.net/3D/EliteMC.jpg
[[Image:EliteMC.jpg]]


EdT
EdT
Line 131: Line 131:
Autodesk has a converter that it is able to convert back and forth between the two. I tried the Windows version and it seem to work, hopefully the Mac version works too so you can use it to convert fbx exported from Cheetah3D.
Autodesk has a converter that it is able to convert back and forth between the two. I tried the Windows version and it seem to work, hopefully the Mac version works too so you can use it to convert fbx exported from Cheetah3D.


Here it is: [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916 Autodesk FBX]. It's a bit of hassle with "registration" but it's free.
Here it is: [https://aps.autodesk.com/developer/overview/fbx-converter-archives Autodesk FBX]. It's a bit of hassle with "registration" but it's free.




Line 137: Line 137:


Neo, Can you post the working Masterchief TRBS file so I can try it on my Mac.   
Neo, Can you post the working Masterchief TRBS file so I can try it on my Mac.   
Here is the TRBS file again that I exported from Blender (It seems the previous one had the chest selected when exporting the TRBS file) and the crash log (May give you an idea what went wrong) : http://edt.oni2.net/3D/MC_crash.zip
Here is the TRBS file again that I exported from Blender (It seems the previous one had the chest selected when exporting the TRBS file) and the crash log (May give you an idea what went wrong) : <nowiki>http://edt.oni2.net/3D/MC_crash.zip</nowiki> (dead link)


I will take a look at the Autodesk converter.
I will take a look at the Autodesk converter.
Line 163: Line 163:
geyser told me something about texture coordinates messing his OBJ viewer so I removed all texture coordinates from MasterChief and reimported and now it seems to work. At least long enough to kill BarabusMC.
geyser told me something about texture coordinates messing his OBJ viewer so I removed all texture coordinates from MasterChief and reimported and now it seems to work. At least long enough to kill BarabusMC.


[http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/Images/mcb.jpg Screenshot]
Screenshot (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/Images/mcb.jpg</nowiki>, dead link)


[http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/TRBSMasterChief.oni TRBSMasterChief]
TRBSMasterChief (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/TRBSMasterChief.oni</nowiki>, dead link)


I'm still getting a crash but only when moving the camera very very close to MC and it's a different place in code where it happens.
I'm still getting a crash but only when moving the camera very very close to MC and it's a different place in code where it happens.
Line 176: Line 176:
EdT
EdT


Here's my collada file: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/MasterChief.dae MasterChief].  
Here's my collada file: MasterChief (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/MasterChief.dae</nowiki>, dead link).


To remove texture coordinates: select a bone and below there is a Mesh panel. Somewhere in that panel there is an UVTex field with a X button to its right. Use that button to delete the texture coordinates for the current bone. You need to do that for every bone
To remove texture coordinates: select a bone and below there is a Mesh panel. Somewhere in that panel there is an UVTex field with a X button to its right. Use that button to delete the texture coordinates for the current bone. You need to do that for every bone
Line 234: Line 234:
----
----


http://ssg.oni2.net/test/os037.png
D:\SPIELE\ONIENG\GAMEDA~1>onispl~1.exe -extract:obj c:\test2\ level8~1.dat
D:\Spiele\Onieng\GameDataFolder\level8_Final.dat
System.IndexOutOfRangeException: Index was outside the bounds of the array.
    at Oni.Geometry.GeometryObjExporter.ExportBody(InstanceDescriptor oncc)
    at Oni.Geometry.GeometryObjExporter.ExportInstanceList(List`1 descriptors)
    at Oni.Exporter.Export(InstanceFileManager fileManager, String sourceFilePath
, String filter)
    at Oni.Program.ExtractGeometry(String[] args)
    at Oni.Program.Main(String[] args)


OS v0.37 extracts no files. If I use level 14 it extracts only the first ONCC file (obj, material, plus the textures). (Same problems with OS v0.30. Other versions not tested.) Where did I go wrong?
OS v0.37 extracts no files. If I use level 14 it extracts only the first ONCC file (obj, material, plus the textures). (Same problems with OS v0.30. Other versions not tested.) Where did I go wrong?
Line 283: Line 291:
::Or allow us to export geometry without exporting the textures. :p [[User:Gumby|Gumby]] 08:47, 25 July 2009 (UTC)
::Or allow us to export geometry without exporting the textures. :p [[User:Gumby|Gumby]] 08:47, 25 July 2009 (UTC)
:::Moving the sub level0 folders, (Textures, Characters, etc) into the level0_Final folder fixed the AKEV issue. However, exporting ONCC as obj does not include the textures and exporting as dae gets an error message (same issue with missing textures and animations). The fix is to move the level0_Textures and level0_Animations folders into the level0_Characters folder.  (Though only those who are interested in 3D modeling would need this info) [[User:EdT|EdT]]
:::Moving the sub level0 folders, (Textures, Characters, etc) into the level0_Final folder fixed the AKEV issue. However, exporting ONCC as obj does not include the textures and exporting as dae gets an error message (same issue with missing textures and animations). The fix is to move the level0_Textures and level0_Animations folders into the level0_Characters folder.  (Though only those who are interested in 3D modeling would need this info) [[User:EdT|EdT]]
[[Category:Completed modding tools]][[Category:Bi-platform modding tools]]