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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 to copy the correct LSI files into the output folder where OniSplit generates all other level files for the "Final" archive or plugin. | 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. | ||
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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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| - | | - | ||
| 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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===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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'''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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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]] | |||