User talk:EdT: Difference between revisions
(reporting in) |
(ignore me, I'm just confused) |
||
Line 298: | Line 298: | ||
[[User:EdT|EdT]] 17:00, 8 May 2008 (CEST) | [[User:EdT|EdT]] 17:00, 8 May 2008 (CEST) | ||
::Okay, that's great news; so maybe we don't need to worry about that level limit. And yeah, Ed, I knew that shapeshifter was supposed to work without entering the specific code, but there was some reason traditionally why I always did that, like the Edition's shapeshifting wasn't cycling backwards when you hit Shift-F8 or something. Maybe I was mistaken, since that works now. --[[User:Iritscen|Iritscen]] 17:42, 8 May 2008 (CEST) |
Revision as of 15:42, 8 May 2008
- Hi, Ed
- Could you please provide mini-summaries for your edits.
- Also try to preview a lot before submitting, so as to
- only submit when you really think you're done.
- Of course there'll always be a typo or a bug or something,
- but there's a difference between 2/3 edits and half a dozen.
- Thanks a lot anyway.
- geyser 00:48, 18 November 2006 (CET)
- geyser
- Will preview more before submitting and add a summary.
- Ed
- Hi Ed,
- Here's a tentative fix for the mismapped enter key in the OSX port:
- go to the offset 0x1B6050
- you should see 0D 00 00 0A (Oni's "enter" bound to external "return")
- change it to 0D 00 00 0D (Oni's "enter" bound to external "enter")
- It should work. Please confirm.
- geyser 04:29, 2 January 2007 (CET)
- IT WORKS!!!!! I can now enter commands in the console and by pressing RETURN, I can use the 2 camera modes.
- However, the keys to move the camera, NUMPAD have no effect. The only keys that work are the up/down arrow. It will pan the camera up and down.
- How did you ever figure it out?
- Many thanks!
- EdT 06:16, 2 January 2007 (CET)
- "How did you ever figure it out?"
- Short answer is "RUSSIAN POWER!!!".
- Somewhat longer answer is "SFeLi is back, and he means business".
- I figured out the enter fix on my own, but I wouldn't have done it if it wasn't for SFeLi's return.
- The urge of doing it before he did, or something. And he gave me a few reassuring tips ^^
- geyser 21:38, 3 January 2007 (CET)
- I figured out the enter fix on my own, but I wouldn't have done it if it wasn't for SFeLi's return.
- FYI, while in console mode, I tried pressing the various keys on the NUMPAD and they were entered into the console.
- In other words, Oni recognizes those keys, however, in camera mode, Oni does not respond to them and move the camera.
- I wonder if it has to do with these commands:
- at 001D9D60 InitializeDeveloperKeys
- at 001D9F20 UnbindDeveloperKeys
- at 001DE240 DeveloperAccess
- You're making great progress!
- 76.170.254.115 17:35, 2 January 2007 (CET)
- I'll tell you the story later, it might be worth an OCF thread... ^^
- Numpad keys are a bit tricky because of how OMNI used Cocoa.
- There are a number of fixes I could suggest, but before I do,
- there's a little test I'd like you to carry out.
- go to the offset 0x1B5EBC
- you should see 31 00 00 31' (Oni's "1" bound to external "1")
- change it to BE 00 00 31 (Oni's "numpad1" bound to external "1")
- Then try these two things:
- hit the regular "1" key with an open console: does it still work?
- hit the regular "1" key in cam control mode: does it move the camera?
- More, better, later.
- geyser 21:38, 3 January 2007 (CET)
- When I press the regular "1" in the console, nothing appears and any other character afterwards is not visible or recognized.
- However, when I use the delete key to remove "1" then start typing again, the characters will appear and be recognized
- (hm, so it's the same as for illegal characters... £, µ, à, é, all those... hm. geyser)
- I tried the command in the lab level chr_teleport 0 114 nothing happened, but when I used chr_teleport 0 200 Konoko moved to that flag.
- In camera mode, pressing the regular "1" moves the camera left, also the NUMPAD1 now moves the camera left.
- (that's surprising... binding a regular key to Oni's numpad event somehow waked up the proper event)
- So between you, SFeLi, Loser and others, we are going to see some amazing things with Oni!!!! That's awesome!!!!!
- (hm. ^^)
- EdT 22:07, 3 January 2007 (CET)
- I've been having lots of fun playing the Rooftops as "Mukade" lately.
- Slightly hacked TRAMs allow me to cover huge distances with a properly timed jump.
- The cam mode allows me to teleport anywhere I like, and there's also another thing.
- Something we refer to as "drifting". It's risky, but it's real teleporting madness.
- Oh, and the boss shield. That one rocks so much, it ought to be a regular cheat.
- geyser 16:55, 4 January 2007 (CET)
- It's strange that I can run the original Oni in OSX, and the NUMPAD keys are recognized and I can move the camera.
- But the OSX version by Omnigroup will recognize the NUMPAD keys in the console, but not respond to the NUMPAD keys while in camera mode.
- It seems that each version of Oni has its flaws.
- Original Oni in OS9 -Game mode works fine, Dev Mode works - but when the game crashes it brings down the whole computer.
- Original Oni in OSX - Dev Mode works - Game mode has flaws: the right mouse button is not recognized, so you can't kick. Also, the mouse acts like it hits the edge of the screen so you can't turn Konoko anymore in that direction.
- Omnigroup port in OSX - Game Mode works - Dev mode has its flaws -but you're overcoming them!
- I know... I know... I should get a PC to play Oni... :-)
- EdT 02:53, 4 January 2007 (CET)
- You should get a PC, period. ^^
- Original Oni in OSX: the 2nd mouse button might be fixeable, but probably not the mouse limits.
- I guess no one will cry too much about that version, as long as we fix OMNI's... right?
- OMNI's port. The almost irreductible flaw is the trimmed-down scripting engine. Not sure we'll ever get around to fixing that.
- (which is a shame, because a lot of cool mod ideas can only be implemented on PC)
- (and I don't mean Loser's Mukade script: that one is fully portable to Mac, flags or no flags).
- (which is a shame, because a lot of cool mod ideas can only be implemented on PC)
- The camera navigation can be "fixed" rather easily. I feel bad for not having thought of it earlier.
- First, revert the above "fix", i.e., bind the regular "1" back to "1". We won't need any of that.
- Second, open your key_config.txt, and make it look something like this:
unbindall bind w to forward bind a to stepleft bind s to backward bind d to stepright bind q to swap bind e to drop bind f to punch bind c to kick bind space to jump bind leftshift to crouch bind mousebutton1 to fire1 bind mousebutton2 to fire2 bind mousebutton3 to fire3 bind mousexaxis to aim_LR bind mouseyaxis to aim_UD bind fkey1 to pausescreen bind v to lookmode bind z to walk bind leftcontrol to action bind tab to hypo bind r to reload bind fkey12 to screenshot #bind p to forward #bind l to stepleft #bind apostrophe to stepright #bind semicolon to backward #bind o to swap #bind leftbracket to drop #bind k to punch #bind comma to kick #bind enter to walk bind p to man_cam_move_forward bind l to man_cam_move_left bind apostrophe to man_cam_move_right bind semicolon to man_cam_move_backward bind leftarrow to man_cam_pan_right bind rightarrow to man_cam_pan_left bind rightshift to man_cam_move_up bind rightcontrol to man_cam_move_down
- Allow for some variations, of course. Adopt, adapt and improve.
- The basic idea is that the left-handed controls are mapped properly.
- And we never use them. So? let's map them to man_cam_... instead!
- leftarrow and rightarrow are consistent with the auto-bound uparrow and downarrow.
- You may want to use pageup and pagedown instead of rightshift and rightcontrol.
- Note that you'll hardly ever use anything but the equivalent of WASD, i.e.:
- man_cam_move_forward
- man_cam_move_left
- man_cam_move_right
- man_cam_move_backward
- Why? Because in camera mode 2 (press Enter twice), you can aim up, and then man_cam_move_forward makes you go up much faster than man_cam_move_up would. Same for going down.
- The only occasion on which you'll use the other 6 keys is when you want to:
- move the camera away so as to get a nice remote view
- and keep mouse control over Konoko
- That's what camera mode 1 is for. Then you need the whole lot. And you got it.
- geyser 16:55, 4 January 2007 (CET)
Now I have an almost fully functioning Dev Mode! Just missing those PC commands! I was just wondering if it would be possible to add a couple of PC commands like chr_focus and chr_location that is needed for your scripts...
Hey since you can record more than 30 seconds, why don't you record your Mukade fun along with the Boss shield!
Thank you for all your efforts for us Mac users!
EdT 04:18, 5 January 2007 (CET)
I notice in the binaries for the Omni port, there is a large section with only zeros. Is it even remotely possible to add commands to that section? Since we have the Mac OniBeta that has the missing PC commands, would that be of help?
I know nothing when it comes to binaries and hex editing, so forgive me for the dumb questions.
Hi Edt,
I wonder if you can find any existing page around "http://oni.godgames.com/".
- > There used to be an ONI page on Godgames (http://oni.godgames.com/), but the content got deleted at some point, and then some joker hacked the index page, which had a few people wondering...
Well, maybe we can surf on a random page that is cross-linked. There I expect there the remnant high resolution in-game pictures. Have you still any working link? Maybe in your browser favourite or *somewhere else*??
- Paradox-01 22:49, 18 January 2008 (CET)
Hi Ed,
I am trying to learn the science behind your glass-breaking hack. Does it modify *all* character's kicks to break glass, not just Konoko? I am pretty sure I have seen that happen. In addition to that, can the hack make character's bodies break glass when thrown? What about punches from Konoko while holding a weapon? (I always felt like it would have made sense for that to break glass.) I am fairly ignorant of how this all works. --Iritscen 19:43, 28 February 2008 (CET)
First of all, its not "my hack" but geyser's. Here is the instructions for it: AE:Glass#Glass-breaking_combos
As for the science, I can only guess that the hack changes how the 3D particle for dust interacts with glass. So if there is dust related to a move or thrown bodies, it will break the glass. But moves without the dust particle will not break the glass. That's why a punch will not break the glass, no dust particle connect to the punch move. Of course, geyser would know best. Somewhere in the forum was Loser's instructions for a better way of handling the breaking glass, but it requires a lot more editing, so I just went for the simple "hack"
- Interesting. I did read the instructions but they don't mean a lot to me. I will have to experiment with this at some point. It's a good way to add excitement to the game. You haven't lived until you've thrown Barabus through the glass at the top of TCTF Regional HQ (using the back-rolling throw that puts Konoko's feet through the glass as she flips backwards) and then fought him inside that floor. Every Earthquake brings a rain of glass down from above. It's awesome. --Iritscen 21:58, 28 February 2008 (CET)
Just wanted to thank you for the work on the modding tutorials (TXMP, adding char.s). That's some really important info. Also, I had a thought about the topic I brought up above, glass-breaking. Since the hack makes the dust particle break glass, can't we mod a move to generate dust if we want that move to break glass? It's still my goal at some point to see a mod that allows Konoko to break glass when she has a weapon in hand, and punches with it. I noticed we have specific documentation that shows where an animation can generate a particle. I bet we could just mod that to generate the glass-breaking particle. What do you think? --Iritscen 15:47, 17 April 2008 (CEST)
I've been meaning to get the tutorials up, hopefully, it will help others to do more modding.
I think it is a good idea, I found the post with Loser's glass breaking hack: http://oni.bungie.org/community/forum/viewtopic.php?pid=2856#p2856
Though, right now I'm still trying to figure out the Masterchief importing. Getting the model to move correctly, it has to do with the centerpoints for each body part. Also, I just cannot find where in Blender, you can change the texture coordinates of a part. Have you tried importing your Griffin into Oni?
One other thing, with the mouse freezing issue with Oni under Leopard, have you tried changing the screen resolution of the game to see if it makes a difference? It worked for one person.
Also, I've had an idea of a new outfit for Konoko as a tribute to GITS. I found the following and hopefully, one day, I'll try to make a skin for it. Maybe once figure out 3D modeling, even modifying the 3D Konoko to look like it. But with my skills, that's a looong way off!
http://www.1999.co.jp/dbimages/user/hobby/itbig/10051368a.jpg
EdT
So, right now, you're trying to figure out two things in Blender, aren't you? Tex coords and setting center points for the bones? I will try to look into those soon. I really want to help, but literally this is the peak of activity at work right now and I am being swamped. I'd want to quit if I weren't already quitting.
I should try a different screen res., that's a good point. It might not even like my MBP's non-standard widescreen, the aspect ratio of which didn't exist when Oni was made. I just hooked up a 4:3 CRT the other day; maybe I should try playing Oni on it at a "normal" resolution.
That Konoko figure is awesome; I'm not typically a figure collector, but I'd buy that. And it's a great idea to give Konoko that outfit. And yes, it would involve 3D modding if you wanted to be accurate. Who knows, by the end of the year I might be able to help with that! :-)
Speaking more seriously, I think that my modding of Oni is not going to be governed by the Edition's release date, but rather, whatever I have done at that point can be released (either in the Edition package, geyser willing, or as a separate optional mod), but I'll just be modding at my own pace both before and after that. A new model here, a new scenario there. I have to be careful about overloading myself with deadlines, I have a tendency to do that. --Iritscen 19:14, 17 April 2008 (CEST)
In Blender, its more the Tex coordinates, I can set the center points, its more of a matter of putting them in the correct place for proper movement. I would like to put some texture on the model, even if its just random, noise texture.
Looks like if you wait until May, you can get the Motoko model: http://www.entertainmentearth.com/prodinfo.asp?number=ORG880291
EdT
- HERE is what I meant by more creative choice of body part meshes. She still looks like a cosplayer, but not a completely lame one at that. Obviously I haven't touched the textures at all.
- geyser 01:47, 5 May 2008 (CEST)
- And another thing. HERE you'll find a dat/raw/sep set that you can place in your GameDataFolder (use the ones with the "Mac" suffix; PC dudes would of course use the ones with the "PC" suffix).
- In order for Oni to load those plugins, you have to modify a byte in the engine (both on Mac and on PC). Here are the instructions, let us know if it works on the Mac:
- for the Mac executable (OMNI):
- go to 0x0E2D19 and change 7A to 9A
- for the PC demo executable:
- go to 0x021148 and change 00 to 01
- for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. THIS one):
- go to 0x0206A8 and change 00 to 01
- In case you're wondering: yes, it's a little big revolution. There are a few limitations, but mods will be much more modder- and user-friendly with this feature.
- geyser 04:41, 5 May 2008 (CEST)
Wow!
I made the change in the Oni and the plugin loaded as you can see here:
- Got Level Info for level0_CosplayMac.dat.
- Valid Level level0_CosplayMac.dat
EDIT: I see what it does, it loads the cosplay Konoko as a global character.
EDIT2: Are you limited to a single character or could you, for example, make a plugin with all 3 versions of the Masterchief, plus any other new content?
I look forward to more info on how this can be done.
I can see how this will make it much easier for the end user, just put the files in the GameDataFolder and you're done!
Also, thanks for the cosplay model. I still have lots to learn about using the right meshes. But It seems the facets in my Motoko model are a result of the FBX converter. I did another extract of ONCCk4_K and then converted the .dae to fbx. If you're interested, you can see the results here; http://edt.oni2.net/3D/ONCCk4_K.zip
EdT 06:55, 5 May 2008 (CEST)
Wow, geyser, you are full of surprises. I do have to say that it didn't work for me last night. I changed the byte to 9A, verifying that it was 7A to begin with. I put the cosplay .dat/.raw/.sep files in the GDF. But when I loaded a level and used F8, I didn't find any new Konokos. Still, it worked for Ed, so that means I probably just did something wrong. This is really amazing. We demand details! How does this work, what are the limitations, etc. And thanks! --Iritscen 15:28, 6 May 2008 (CEST)
- Ed: As for the FBX conversion, I guess you'll have to tell us what you're converting with. It looks like the model is not completely faceted, but was auto-smoothed with a rather small smoothing angle. You should be able to fine-tune that angle or to switch to full smoothing.
- It's good to hear that the plugin worked for you. There is no limitation as for what a plugin can hold. You can, for example, split level0_Final into several smaller bundles/folders, with modularity and quick import in mind. You can also have level-specific plugins (e.g., OBJC).
- There is, however, a limitation as for the number of .dat files detected by Oni at startup (and also as for the number of .dat files loaded simultaneously). The former limitation is the most relevant to you since OMNI's engine can only "see" 16 .dat files, which is quite minimal.
- Iritscen: try to at least fake some patience, for the sake of our friendship. It works simply because the public versions of Oni have an internal test, whereby they only accept "_Final.dat" as valid level files: we've merely disabled that check. And it's not Russian power because I'm just the middleman here.
- As for you not seeing any new Konokos (technically, it's a Motoko we're talking about), Motoko is supposed to be at the very start of the F8 loop (meaning that after enabling shapeshifting you'll get her with F8,Shift+F8 or Shift+F8,F8. You can also check startup.txt to see if the .dat was loaded correctly.
- Once the engine is patched to allow for non-Final files, you can use OniSplit to create instance files with any name (although you still can't use "_tools" or "_Tools"; there's another check for that, which we consider a minor limitation).
- It is critical that you create the files with OniSplit. Renaming them by hand won't work, because the name of the file is hashed and used throughout the instance file as a key (BTW, Ed, looks like Dox and you did double work here; sorry).
- Of course, the files are sepness-specific, so if you mean to distribute plugins to both Mac and PC users, you'll have to build a dat/raw/sep set and a dat/raw set like I did for the example above (and the examples below).
- To get a feel for the possible applications and for the limitations of OMNI's engine, try the following two plugins.
- a global "BGI" plugin featuring a bunch of Spartans and the tentative machinegun thingie:
- a local instance file supposed to alter the character lineup in CHAPTER 02 . ENGINES OF EVIL:
- If you place both of these in your GDF and then look at the startup file (and at the Load Game dialog), you should notice that level9_Final ( CHAPTER 07 . A FRIEND IN NEED ) failed to load (and maybe other chapters if you've kept the Cosplay around). That's the 16-instance-file limitation issue. If we can't fix OMNI's engine, you'll have to play Oni one "act" at a time (something like 6 chapters + level0 + plugins).
- All limitations aside, the effect of the plugins depends on the order in which they are listed and on the type of instance inside. The characters and weapon in level0_BGI end up before those in level0_Final, but it's the BINACJBOCharacter from level2_OBJC that is used, even though level2_OBJC is loaded after level2_Final. Not too intuitive, but hopefully there are firm rules that apply here.
- geyser 04:53, 8 May 2008 (CEST)
- My problem with the machine gun is that it has non-planar quads triangulated the wrong way (meaning 17secs didn't really do his job as a modeler), and that it has a rather plain look and feel. See it as just an example.
- The Spartans have a few remaining issues (apart from them being stolen from Halo, of course).
- The downsampled and posterized texture (that can only be fixed by remapping the whole thing; then again, the env mapping does a good job at concealing the ugly bits).
- The awkward look of the shoulder joints while aiming (that's an Oni-wide animation issue, even if it looks especially bad here; maybe the skeleton needs another polish, too).
- The environment maps won't look "exactly right" unless there are weighted normals (again, this is a general issue in Oni; unweighted normals = ugly Gouraud and envmaps).
- geyser 04:53, 8 May 2008 (CEST)
- How am I lacking patience? I tried it and it didn't work. There was nothing else for me to try so I reported my problem so you guys could help me. EdT did so by sending me his version of the modded app. Although I think I applied the hack properly, his copy had debugging msgs enabled, and I realized that as I switched characters, it was skipping every other one. Char 1 --> Char 3 --> Char 5, and looping around to hit the even numbers, 2, 4, 6, etc. I still cycled through every character eventually, but didn't see Motoko. Then I realized that if I turned 'shapeshifter' off, it didn't skip characters ^_^' I've always been in the habit of turning it on right after turning on 'killmequick', because it seemed that shape-shifting didn't work properly otherwise. But now it seems to. So, yeah, apparently having shapeshifter enabled twice means each F8 advances two characters, not one. It also skips #0, which is how it identifies Motoko, even when it's doing evensies, apparently because some code thinks that zero is not even, so it starts at 2. But I guess the solution is simply, Don't enable 'shapeshifter' with the Edition. Heh.
- Re the 16 level limit, I'm no hacker, but that should be as easy to fix as disabling the check for "_Final". It's also much more important than disabling that check. It's a small thing to have to name a mod patch "yadayada_Final" in order to go along with the original name-check system, but it's a real shame if every patch installed knocks out a level of the game. But I would think it would be easy enough to change a '16' to at least a '31' in the code, if it can be found in the first place. Oh well, I look forward to trying those "plugins".
- --Iritscen 15:59, 8 May 2008 (CEST)
Reporting in... kinda of busy right now, so it will be brief
I was able to load all the levels, none were missing, so it looks like there is no 16 instance file limits. Here's the startup file: http://edt.oni2.net/OniSplit/startup.txt
An army of Spartans, cool.
I used FBX converter by AutoDesk, the one Neo mentioned, there are no options for Collada import or export (At least in the GUI)
When you have time, please post instructions on how to create the instance files, I would like to give it a test.
Iritscen: Once I'm in Dev Mode, all I need to do it press F8 to shapeshift or F7 to cycle weapons, I don't need to enter shapeshfter again.
EdT 17:00, 8 May 2008 (CEST)
- Okay, that's great news; so maybe we don't need to worry about that level limit. And yeah, Ed, I knew that shapeshifter was supposed to work without entering the specific code, but there was some reason traditionally why I always did that, like the Edition's shapeshifting wasn't cycling backwards when you hit Shift-F8 or something. Maybe I was mistaken, since that works now. --Iritscen 17:42, 8 May 2008 (CEST)