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Paradox-01 (talk | contribs) m (notes on GUI generated master file and the new lsi attribute) |
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</Oni> | </Oni> | ||
GUI generated master files come with a "level specific item" ([[XML:IPge# | GUI generated master files come with a "level specific item" ([[XML:IPge#Related_files|LSI]]) attribute in the <Objects> tag. | ||
The tag is used by the GUI | The tag is used by the GUI to copy the correct LSI files into the output folder where OniSplit generates all other level files for the "Final" archive or plugin. | ||
Note that you can use only one type of LSI per level. | Note that you can use only one type of LSI per level. | ||
==Dev notes for the remake== | ==Dev notes for the remake== | ||
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Currently working on: [[#Detailed_checklist|update #3]] | Currently working on: [[#Detailed_checklist|update #3]] | ||
===Update management=== | ===Update management=== | ||
====GUI==== | ====GUI==== | ||
Starting with 14.01.2017 the GUI is distributed via AEI. | Starting with 14.01.2017 the GUI is distributed via AEI. | ||
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* <s>unstable updating of shared classes</s> Fixed in #2 by renaming old folder. That way custom made changes don't get lost however still need to be moved by hand. | * <s>unstable updating of shared classes</s> Fixed in #2 by renaming old folder. That way custom made changes don't get lost however still need to be moved by hand. | ||
* <s>quick test function in xsi produces level archives of name "levelN_Final"</s> Fixed in #2. N is now an actual number. | * <s>quick test function in xsi produces level archives of name "levelN_Final"</s> Fixed in #2. N is now an actual number. | ||
===Detailed checklist=== | ===Detailed checklist=== | ||
{{divhide|env markers - feature update #3 (upcoming)}} | {{divhide|env markers - feature update #3 (upcoming)}} | ||
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These things deal also more or less with textures: '''pathfinding''' (ghosts), '''furniture''' (collision boxes), handling of '''regular textures''' (adding an easy way to switch textures), '''gunk flagged''' ("special") textures, '''static objects''' (just so that I complete the model section all together), and for sake of completeness '''animated objects''' and '''cameras'''. | These things deal also more or less with textures: '''pathfinding''' (ghosts), '''furniture''' (collision boxes), handling of '''regular textures''' (adding an easy way to switch textures), '''gunk flagged''' ("special") textures, '''static objects''' (just so that I complete the model section all together), and for sake of completeness '''animated objects''' and '''cameras'''. | ||
Version increment: | |||
sharedVanillaClassesVersionInApp = 4 | |||
xsiGeneralScriptsVersion = 3 | |||
;env markers | |||
* html page [x] | * html page [x] | ||
* detect xml DnD from html page [x] | * detect xml DnD from html page [x] | ||
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* test package update on different machine before uploading it [] | * test package update on different machine before uploading it [] | ||
; powerups | |||
* html page [x] | |||
* detect xml DnD from html page [x] | |||
* make / switch to layer [x] | |||
* move object if a point was selected [x] | |||
* make PPG (property page) [x] | |||
* add layer export [x] | |||
* load complete layer after clicking button in GUI [x] | |||
* get specific (local) LSI files when building a level [x] | |||
* embed new files and make package [] | |||
* test package update on different machine before uploading it [] | |||
; furniture | |||
:attached OFGA particle can't be shown within xsi until there I write 3RAP support which won't happen | |||
* html page [] | |||
* detect xml DnD from html page [] | |||
* make / switch to layer [] | |||
* move object if a point was selected [] | |||
* make PPG (property page) ? [] | |||
* add layer export [] | |||
* load complete layer after clicking button in GUI [] | |||
* embed new files and make package [] | |||
* test package update on different machine before uploading it [] | |||
{{divhide|end}} | {{divhide|end}} | ||
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{{divhide|Consoles (CONS) - feature update #1}} | {{divhide|Consoles (CONS) - feature update #1}} | ||
* dae and xml gets extracted from shared vanilla classes [*] | * dae and xml gets extracted from shared vanilla classes [*] | ||
* | * CONS html page (<nowiki>https://www.dropbox.com/s/1rur57ea9i34652/consoles_wip.jpg?dl=0</nowiki>, dead link) [*] | ||
* detect xml DnD from html page [*] | * detect xml DnD from html page [*] | ||
* make / switch to CONS layer [*] | * make / switch to CONS layer [*] | ||
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sharedVanillaClassesVersionInApp = 2 | sharedVanillaClassesVersionInApp = 2 | ||
{{divhide|end}} | {{divhide|end}} | ||
===General checklist of addon and GUI=== | ===General checklist of addon and GUI=== | ||
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---- | ---- | ||
---- | ---- | ||
===New code snippets=== | ===New code snippets=== | ||
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| - | | - | ||
| html | | html | ||
| | | x <nowiki>https://www.dropbox.com/s/srcvil992v3jkxs/HelpFunctions.vbs?dl=0</nowiki> (dead link) | ||
| | | x <nowiki>https://www.dropbox.com/s/srcvil992v3jkxs/HelpFunctions.vbs?dl=0</nowiki> (dead link) | ||
| html | | html | ||
<!-- | <!-- | ||
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|- | |- | ||
| preview imgs | | preview imgs | ||
| | | x <nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/ModToolScript/LevelBuilder/characters.zip</nowiki> (dead link) | ||
| | | | ||
| | | | ||
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| | | | ||
<!-- | --> | <!-- | --> | ||
| | | x <nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/VanillaTURRs.jpg</nowiki> (dead link) | ||
| x | | x | ||
|- | |- | ||
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Patrol paths are the trickiest. There's no easy way to show the connection from flag to another. It might be possible with multiple chains used for rigging but that's not very comfortable to deal with. | Patrol paths are the trickiest. There's no easy way to show the connection from flag to another. It might be possible with multiple chains used for rigging but that's not very comfortable to deal with. | ||
Idea: add ID property to each used flag. When a flag is clicked, a PPG opens with a button to show flag connections (one lose chain with many bones, old one is deleted). MT also opens/updates an application (have to look into [ | Idea: add ID property to each used flag. When a flag is clicked, a PPG opens with a button to show flag connections (one lose chain with many bones, old one is deleted). MT also opens/updates an application (have to look into [http://web.archive.org/web/20150926205808/http://bytes.com/topic/visual-basic-net/answers/630751-how-do-i-pass-command-line-another-instance-my-application-already-running writing command line apps] first). I guess that's necessary to preview (and edit) the complete xml code as this would be to awkward to code directly in MT. The xml file is saved on change events. MT reads that xml when a patrol path flag is selected. | ||
21.06.2016 Yay. Ugly PATR xml editor underway. "Full manual edits (<nowiki>https://1drv.ms/u/s!AjLkf0bK7POzgpI-McvVNAPeU5Cz2w</nowiki>, dead link)" tab ''already'' ready... took long enough. Figured out command line part. Next stop MT interaction. | |||
===Editing simultaneously multiple ghost quads heights=== | ===Editing simultaneously multiple ghost quads heights=== | ||
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===Display keywords=== | ===Display keywords=== | ||
[[Image:XSI_ModTool_display_keywords.png|thumb|200px|right]] | |||
SetUserKeyword selection(0), "type=akev, id=1" | SetUserKeyword selection(0), "type=akev, id=1" | ||
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SetValue "Camera.camvis.attrseluserkeywords", True | SetValue "Camera.camvis.attrseluserkeywords", True | ||
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Using a "Simulate Rigid Bodies" ICETree node for this is ''overkill''. But it works and I fail to come up with alternatives, so... | Using a "Simulate Rigid Bodies" ICETree node for this is ''overkill''. But it works and I fail to come up with alternatives, so... | ||
https://dl.dropboxusercontent.com/u/139715/OniGalore/abusing_ICE_for_displaying_a_flag.png | <nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/abusing_ICE_for_displaying_a_flag.png</nowiki> (dead link) | ||
'### setup flag display by abusing ICE | '### setup flag display by abusing ICE | ||
CreatePrim "Cube", "MeshSurface" | CreatePrim "Cube", "MeshSurface" | ||
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logmessage "couldn't find ICETree" | logmessage "couldn't find ICETree" | ||
end if | end if | ||
==Dev notes for remake v2== | ==Dev notes for remake v2== | ||
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'''XSI''' | '''XSI''' | ||
* remove the deprecated exchange file tag <activeLevelNumber> | * remove the deprecated exchange file tag <activeLevelNumber> | ||
==More wild ideas== | ==More wild ideas== | ||
===FILM creation within MT=== | ===FILM creation within MT=== | ||
[[XML:FILM|FILM]]s could be created with certain approximation. | [[XML:FILM|FILM]]s could be created with certain approximation. | ||
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Exact values might require information about ONCC and starting TRAM. | Exact values might require information about ONCC and starting TRAM. | ||
===Animated reference=== | ===Animated reference=== | ||
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===New camera animations=== | ===New camera animations=== | ||
There's already an excel macro available but now I want to build cam anims without excel. | There's already an excel macro available but now I want to build cam anims without excel. | ||
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Positions and rotations keyframes can be applied to the camera root object. | Positions and rotations keyframes can be applied to the camera root object. | ||
===Adding multiple textures to level geometry [out-dated]=== | ===Adding multiple textures to level geometry [out-dated]=== | ||
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[...] | [...] | ||
===TRBS-fitting TRMA creation=== | ===TRBS-fitting TRMA creation=== | ||
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Current status: | Current status: | ||
* drag and drop [http://mods.oni2.net/system/files/Oni_Character_Helper_with_onisplit_dnd_updater_wip.zip add-on file] into Mod Tool to install it | * drag and drop [http://mods.oni2.net/system/files/Oni_Character_Helper_with_onisplit_dnd_updater_wip.zip add-on file] into Mod Tool to install it | ||
* no LOD, no envmap support | * no LOD, no envmap support | ||
|} | |} | ||
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' INFO : counted body parts: 19 | ' INFO : counted body parts: 19 | ||
{{divhide|end}} | {{divhide|end}} | ||
==Old dev notes== | ==Old dev notes== | ||
===New door animations=== | ===New door animations=== | ||
Final door animation depends on: | Final door animation depends on: | ||
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There could be a loop scanning all objects for those numbers. | There could be a loop scanning all objects for those numbers. | ||
===Hierarchy builder for characters=== | ===Hierarchy builder for characters=== | ||
Based on old knowledge. See [[Mod_Tool# | Based on old knowledge. See [[Mod_Tool#Exchange_meshes_in_hierarchies|HERE]] for an easy manual way to change the meshes in hierarchies. | ||
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'''(old notes in the following)''' | '''(old notes in the following)''' | ||
(Automatic rigging.) Maybe null objects could stand for the centers of body parts. Then one click and the real centers gets positioned. The rotations are known and the names would lead to the correct hierarchy. | |||
(Automatic rigging.) Maybe null objects could stand for the centers of body parts. Then one click and the real centers gets positioned. The | |||
In order to make edits there is also a need of destroying the hierarchy again while preserving the rotation and position of the meshes. | In order to make edits there is also a need of destroying the hierarchy again while preserving the rotation and position of the meshes. | ||
'''[http://mods.oni2.net/node/383 code pieces]''' | |||
* hierarchy_breaker_beta.txt | |||
: works only with strict correct names | |||
hierarchy builder | * hierarchy builder | ||
* | ** delete_keyframes.txt | ||
* [...] | :: deletes keys, saves and reloads character | ||
** [...] | |||
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'''Data table''' | '''Data table''' | ||
[[Mod_Tool/Scripting# | [[Mod_Tool/Scripting#Read_binary_file|Reading the AKEV's name table]] was more or less easy. This time we need to look up the data table. | ||
Three things to take care about: '''reading hex numbers backwards''' (as usual in Oni), '''adding relative offsets''' to data table's offset (took a pretty while to find that one out*), '''subtracting 8 bytes''' for no other reason to get the correct offset. | Three things to take care about: '''reading hex numbers backwards''' (as usual in Oni), '''adding relative offsets''' to data table's offset (took a pretty while to find that one out*), '''subtracting 8 bytes''' for no other reason to get the correct offset. | ||
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'''AGQG reader''' | '''AGQG reader''' | ||
see [[Mod_Tool/Scripting#AKEV_AGQG]] | |||
output sample: | output sample: | ||
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AKEV data and extracted console mesh have different polygon IDs and point IDs. Identifying each point by position (taking tolerances into account) and then identifing the quads and triangles would take too long. So, it's still possible but at the moment it's a black hole consuming too much dev time... Darn. | AKEV data and extracted console mesh have different polygon IDs and point IDs. Identifying each point by position (taking tolerances into account) and then identifing the quads and triangles would take too long. So, it's still possible but at the moment it's a black hole consuming too much dev time... Darn. | ||
== Improving deletion algorithm == | |||
'''[Expand [http://konoko.oni2.net/%5bOni%20Developing%5d/%5bProgramming%5d/SRC%20texts.7Z this archive] to see the files being referenced. -Iritscen]''' I've tested an improved version ("kill_NONEs_improved.TXT") of this section ("kill_NONEs_orig.TXT"). My improvements are very simple: | |||
# Deleting cluster itself after polygon deletion | |||
# Freezing object and modelling | |||
That improvements are really useful for me... Maybe, it could be useful for you (or for others)... You can test it... | |||
<br> | |||
--[[User:Mai X|Mai X]] ([[User talk:Mai X|talk]]) 00:17, 10 April 2023 (CEST) | |||
[[Category:Completed modding tools]][[Category:Windows-only modding tools]] |