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# Preserving as much vertex shading as possible by preferring DAE over CJBO linked meshes. | # Preserving as much vertex shading as possible by preferring DAE over CJBO linked meshes. | ||
# BSL analysis to create FILM and cut scene sections? | # BSL analysis to create FILM and cut scene sections? | ||
Oni | |||
| | |||
+-- AE | |||
| | |||
+-- Tools | |||
| | | |||
| +-- Onisplit | |||
| +-- LevelRecycler | |||
| | |||
+-- GameDataFolder | |||
| | |||
+-- level0_Final.dat | |||
+-- level0_Final.raw | |||
+-- level1_Final.dat | |||
+-- level1_Final.raw | |||
+-- ... | |||
+-- IGMD | |||
| | |||
+-- ''BSL script folders'' | |||
Level0_Final.dat stores all ONLD with more meaningful level names. Each non-zero level DAT-archive stores an ONLV file. With those extracted files, a list for modders can be built to easily identify the level they want to recycle. | |||
// shortened paths | |||
OniSplit -export:ONLD* ONLD level0_Final.dat | |||
OniSplit -extract:xml ONLD ONLD/*.oni | |||
for each non-zero DAT | |||
OniSplit -export:ONLV* ONLV ....dat | |||
OniSplit -extract:xml ONLV ONLV/*.oni | |||
dat file name, BSL script folder, level name | |||
---------------------------------------------- | |||
level1_Final.dat, ONLV<Name>, ONLD<DisplayName> | |||
As soon as the modder has selected the preferred level, it should be a one-click operation to carry out the recycling. |
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