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| __TOC__
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| ==XML section==
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| {{Template:XMLModdingHints}}
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| {| border=0 cellspacing=20 cellpadding=0 align=center
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| <!--|The xml code on this page is compatible with onisplit '''v????'''-->
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| |}
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|
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| '''general information'''
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| * TRBS files are stored ''globally'' (in edition/GameDataFolder/level0_Final)
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| * these files are used by ONCC
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| * they contain 5 models differing in ("LOD") level of detail (triangle number)
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|
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|
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| '''extraction'''
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| onisplit -extract:xml ''output_folder input_folder''/TRBS''name''.oni
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|
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|
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| '''creation'''
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| onisplit -create ''output_folder input_folder''/TRBS''name''.xml
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|
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|
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| '''example'''
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|
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| TRBSkonoko_body_high.xml (extracted with onisplit v0.9.68.0)
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| <?xml version="1.0" encoding="utf-8"?>
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| <Oni>
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| <TRBS id="0">
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| <Elements>
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| <Link>TRBSkonoko_body_high_TRCM1.dae</Link> <nowiki><!-- 300 triangles --></nowiki>
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| <Link>TRBSkonoko_body_high_TRCM2.dae</Link> <nowiki><!-- 842 triangles --></nowiki>
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| <Link>TRBSkonoko_body_high_TRCM3.dae</Link> <nowiki><!-- 1250 triangles --></nowiki>
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| <Link>TRBSkonoko_body_high_TRCM4.dae</Link> <nowiki><!-- 2038 triangles --></nowiki>
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| <Link>TRBSkonoko_body_high_TRCM5.dae</Link> <nowiki><!-- 3294 triangles --></nowiki>
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| </Elements>
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| </TRBS>
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| </Oni>
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|
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|
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| ===custom TRIA===
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| Onisplit creates the [[TRIA#Investigation|TRIA]] instance on its own.
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|
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| When extracting a TRBS with onisplit v0.9.41.0 the TRIA instance gets exposed. Then it can be modified by hand to change the hierarchy of body parts.
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|
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| In the [[#example|table]] you can see examples of TRIA instances: one from Konoko and one from a more or less hypothetical hex-hound.
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|
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| : Onisplit v0.9.58.0 and lower needs a dae file where the body part names are strictly correct but the order doesn't matter. The result will be always a standard TRIA.
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| : Onisplit v0.9.68.0 and higher(?) tolerates unusual body part names but it takes the order ''serious'' to build the hierarchy.
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| : In other words, when building a custom hierarchy with new onisplit versions you don't need any longer to edit the TRIA instance in xml.
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|
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| Note that the head could be at a different location in the order. As result the head animation would be applied to a different body part.
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|
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| Normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th part you need to change it.
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|
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| A character with non-standard TRIA needs a complete set of new animations, those animations must be created based on that new TRIA.
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|
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|
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| '''Changing the body part order'''
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|
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| Inside Mod Tool, the objects have an order which can be seen in the Schematics. The user can influence that order by using the Reorder Nodes Tool [I].
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|
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| Taking this into account it should be possible to let Mod Tool generate a TRMA file fitting to TRBS.
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|
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|
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| '''VBS code piece for TRMA creation'''
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| * The objects get listed one after another (TRMA-ready).
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| * The textures are listed for TRMA and TXMP creation.
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| * There's a texture size check to see if "-large" argument is necessary.
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|
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| {| border=0 cellspacing=20 cellpadding=0 align=right
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| | hexhound hierarchy
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|
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| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hexhound_hierarchy_zpsf32e971c.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hexhound_hierarchy_tn_zpsd82230ce.png]
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| |}
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|
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| if selection.count > 0 then
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| ' any part could be selected, let's find the root body part
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| SelectNeighborObj selection(0), 4
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| ' get all members including the pelvis
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| set bodyparts = '''selection(0).FindChildren( , , siMeshFamily)'''
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| for each member in bodyparts
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| logmessage "object name: " & member.name
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| if not typename(member.Material.CurrentImageClip) = "Nothing" then
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| logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
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| 'logmessage "material: " & member.Material.name
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| 'logmessage "shader: " & member.Material.shaders(0).name
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| logmessage "X: " & member.Material.CurrentImageClip.source.Parameters("XRes").Value
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| logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value
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| end if
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| logmessage "----------------------------------------------------------"
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| next
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| logmessage "counted body parts: " & bodyparts.count
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| end if
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|
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| ' INFO : object name: A
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| ' INFO : texture: C:\Users\RRM\Desktop\A.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: R
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| ' INFO : texture: C:\Users\RRM\Desktop\R.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: S
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| ' INFO : texture: C:\Users\RRM\Desktop\S.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: P
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| ' INFO : texture: C:\Users\RRM\Desktop\P.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: Q
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| ' INFO : texture: C:\Users\RRM\Desktop\Q.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: N
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| ' INFO : texture: C:\Users\RRM\Desktop\N.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: O
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| ' INFO : texture: C:\Users\RRM\Desktop\O.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: L
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| ' INFO : texture: C:\Users\RRM\Desktop\L.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: M
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| ' INFO : texture: C:\Users\RRM\Desktop\M.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: B
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| ' INFO : texture: C:\Users\RRM\Desktop\B.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: C
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| ' INFO : texture: C:\Users\RRM\Desktop\C.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: D
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| ' INFO : texture: C:\Users\RRM\Desktop\D.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: E
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| ' INFO : texture: C:\Users\RRM\Desktop\E.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: F
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| ' INFO : texture: C:\Users\RRM\Desktop\F.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: G
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| ' INFO : texture: C:\Users\RRM\Desktop\G.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: H
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| ' INFO : texture: C:\Users\RRM\Desktop\H.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: I
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| ' INFO : texture: C:\Users\RRM\Desktop\I.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: J
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| ' INFO : texture: C:\Users\RRM\Desktop\J.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : object name: K
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| ' INFO : texture: C:\Users\RRM\Desktop\K.tga
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| ' INFO : X: 512
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| ' INFO : Y: 512
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| ' INFO : ----------------------------------------------------------
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| ' INFO : counted body parts: 19
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|
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|
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| ===example===
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| {| class="wikitable" width=100%
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| | '''standard TRIA'''
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| | '''hexhound TRIA'''
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| |-
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| <Instance id="8" type="TRIA">
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| <Elements>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>1</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>2</Child>
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| <Sibling>4</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>1</Parent>
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| <Child>3</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>2</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>5</Child>
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| <Sibling>7</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>4</Parent>
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| <Child>6</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>5</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>8</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>7</Parent>
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| <Child>9</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>8</Parent>
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| <Child>10</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>9</Parent>
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| <Child>0</Child>
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| <Sibling>11</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>9</Parent>
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| <Child>12</Child>
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| <Sibling>15</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>11</Parent>
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| <Child>13</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>12</Parent>
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| <Child>14</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>13</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>9</Parent>
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| <Child>16</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>15</Parent>
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| <Child>17</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>16</Parent>
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| <Child>18</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>17</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| </Elements>
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| </Instance>
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| <Instance id="4" type="TRIA">
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| <Elements>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>1</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>2</Child>
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| <Sibling>3</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>1</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>4</Child>
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| <Sibling>5</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>3</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>6</Child>
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| <Sibling>7</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>5</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>8</Child>
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| <Sibling>9</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>7</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>0</Parent>
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| <Child>10</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>9</Parent>
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| <Child>11</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>10</Parent>
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| <Child>12</Child>
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| <Sibling>13</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>11</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>10</Parent>
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| <Child>14</Child>
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| <Sibling>16</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>13</Parent>
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| <Child>15</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>14</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>10</Parent>
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| <Child>17</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>16</Parent>
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| <Child>18</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| <TRIAElement>
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| <Parent>17</Parent>
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| <Child>0</Child>
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| <Sibling>0</Sibling>
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| </TRIAElement>
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| </Elements>
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| </Instance>
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| |}
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|
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|
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| ==Old talk== | | ==Old talk== |
| ===New 19-bone TRIA=== | | ===New 19-bone TRIA=== |
| Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. A simple test can be seen here: [http://dl.dropbox.com/u/139715/OniGalore/talk/simple_hex_model_walk_test.wmv vid] + [http://dl.dropbox.com/u/139715/OniGalore/talk/hex.h-test.zip files]. | | Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. |
|
| |
|
| An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC. | | An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC. |
|
| |
|
| If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --dox | | If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --[[User:Paradox-01|Paradox-01]] 14:47, 15 May 2011 |
| | |
| :If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC) | | :If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC) |
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|
|
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|
| ===How about more body parts?=== | | ===How about more body parts?=== |
| [http://www.youtube.com/watch?v=1UuesYUvyAk HERE's] a quick and dirty test. (Done on PC.)
| | Here's a quick and dirty test (<nowiki>https://www.youtube.com/watch?v=1UuesYUvyAk</nowiki>, dead link). (Done on PC.) |
| | |
| | So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.). |
|
| |
|
| So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.) You can access the used files [http://dl.dropbox.com/u/139715/OniGalore/talk/20_body_parts.rar HERE].
| | [[Image:TRBS_hit_on_20th_bone.jpg|thumb]] |
| | [[Image:TRBS_gun_fire_on_20th_bone.jpg|thumb]] |
|
| |
|
| {| border=0 cellspacing=20 cellpadding=0 align=right
| |
| |
| |
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080_TN.jpg]
| |
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085_TN.jpg]
| |
| |}
| |
| There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee). | | There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee). |
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| |
|
| TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml). | | TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml). |
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|
| Probably this whole thing falls under the rubric "too difficult to achieve". | | Probably this whole thing falls under the rubric "too difficult to achieve". --[[User:Paradox-01|Paradox-01]] 16:18, 14 May 2011 |
| | |
| | {{OBD}} |