User talk:EdT/Archive1: Difference between revisions

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:*for the PC demo executable:
:*for the PC demo executable:
::go to 0x021148 and change 00 to 01
::go to 0x021148 and change 00 to 01
:*for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. [http://geyser.oni2.net/EXE/pc.east THIS] one):
:*for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. [http://geyser.oni2.net/EXE/pc.east/ THIS] one):
::go to 0x0206A8 and change 00 to 01
::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.
: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.
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EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent.  Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"
EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent.  Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"


http://edt.oni2.net/AE/MC_transparent.jpg
[[Image:MC_transparent.jpg]]


[[User:EdT|EdT]] 00:53, 25 May 2008 (CEST)
[[User:EdT|EdT]] 00:53, 25 May 2008 (CEST)
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It looks like there's a couple different links to Oni apps in your subdomain, EdT, <nowiki>http://edt.oni2.net/files/OniOSXfix.zip</nowiki> and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --[[User:Iritscen|Iritscen]] 16:58, 12 October 2008 (CEST)
It looks like there's a couple different links to Oni apps in your subdomain, EdT, <nowiki>http://edt.oni2.net/files/OniOSXfix.zip</nowiki> (dead link) and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --[[User:Iritscen|Iritscen]] 16:58, 12 October 2008 (CEST)
 
[[Category:Userspace]]

Latest revision as of 01:34, 13 May 2022

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)

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)

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/forum/viewtopic.php?pid=2856#p2856

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 (dead link)

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:
http://geyser.oni2.net/edition/plugins/level0_BGI.zip
http://geyser.oni2.net/edition/plugins/level2_OBJC.zip
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)

Regarding the 16 .dat files limit: I'd suggest someone check if all levels are actually loading.

Neo

Ed, I second Neo's request. You did say "I was able to load all the levels", but could you please confirm:
  • that you can indeed load and play every one of Oni's 14 chapters
  • that the "army of Spartans" (and cosplay Motoko) is available globally
  • that the character lineup in Chapter 2 is modified as expected (Barabas at the start and Muro at the end)
I mean, the 16-dat limit is a major issue to us, so we can't accept it's gone without a thorough check.
About the Collada-FBX conversion, well, it's a shame that Autodesk's converter has no custom settings.
However, Cheetah almost certainly allows you to recompute the normals, so that the FBX has no facets.
Then there's a chance that the resulting FBX will be converted back to Collada without any trouble.
If Autodesk's converter introduces automatic smoothing on the way back, too, there'll be a problem.
Perhaps the best way around it is to let OniSplit autogenerate normals (there's a -normals tag now).
geyser 19:39, 8 May 2008 (CEST)
Iritscen, shapeshifter is totally redundant of the DevMode. Maybe you used to have problems with Shift+F8 because of the Shift key not being bound or something. Anyway, glad it works for you now. One thing, though. There's no reason why the "double shapeshifter" should ignore 0, so you may want to double-check that. As a matter of fact Oni doesn't care about anything being "even" there, and it just acts as if you kept pressing F8 twice in a row. So I kinda doubt your report about 0, sorry.
By "patience" I merely meant that you could have avoided "We demand details!". I know it's not serious, but you know I hate that crap. You don't need to fake enthusiasm like that, and if it's not faked, then you have a problem ^_^
As for your suggestion about "yadayada_Final", you don't really know what you're talking about. The "_Final" the engine used to check for is supposed to come right after the "level#" sequence, and level0_yadayada_Final, for example, is not a "_Final" name (neither is level0_Final_yadayada)
The 16 can't be changed easily, or else we (me and the expert hacker I represent) wouldn't have been so alarmed/pessimistic about it. We do know where it is, but if it wasn't for the lucky fact that the 16 is somehow ignored, you would have had to load and play Oni one "act" at a time, most likely.
geyser 20:16, 8 May 2008 (CEST)
Sorry to interject, but I didn't realize that OniSplit could generate normals. They're smoothed? Also, is it at all possible that the Mac does not have the same limitation as the PC version? It could even be a difference in the width of the variable that is declared, on the Mac vs. the PC. Just throwing that out there. --Iritscen 19:51, 8 May 2008 (CEST)
The -normals option was requested (by me) some time ago, but only appeared in the latest not-quite-release of OniSplit (0.9.9). It only works for TRBS right now, and still needs some checking.
These normals are totally smooth and "angle-based": the vertex normal is a weigthed sum of the normals of all adjacent faces, the weight being the angle of every face's corner at that vertex. This weighting provides much more accurate normals than an unweighted sum, and hence better-looking Gouraud shading and environment mapping.
As for the limitation, it is of course different on PC and on Mac. On PC, there's no 16 anywhere to see: we can have 512 .dat files in GDF at Oni startup and 64 can be loaded simultaneously. The 64 limit is apparently the same on every version, but the 512 limit is a 16 on Mac and PC demo, apparently ignored (so, no limit?).
geyser 20:16, 8 May 2008 (CEST)
Or does that mean 64 is the limit? I will test this myself when I get the opportunity. --Iritscen 20:31, 8 May 2008 (CEST)
No, technically, 64 is about the simultaneously loaded instance files, not the ones detected at startup. Like, level0_Final and 31 level0_ plugins, and then level9_Final and 31 level9_ plugins (that said, you no longer need to have a _Final file at all. the names can be anything).
Oh, and I see I forgot do address Ed's question about how to make those plugins. I already told you. They're just files built the usual way, with -import:sep or -import:nosep. The only difference is that the target name no longer has to be level#_Final. No changes at all apart from that.
geyser 20:51, 8 May 2008 (CEST)

Sorry, didn't enough time to test all levels when I posted my original comment.

All levels loaded and can be played except for Level 8 TCTF Headquarters. Thus 17 instances loaded? 0-16?
Spartans and cosplay are global
Character lineup has changed with Barabas and Muro

Anything else I should test?

Too many things going on in real life... EdT 22:44, 8 May 2008 (CEST)

Please confirm: does startup.txt look like the one you posted previously (all 18 .dat files listed and reported as valid)?
What about level8 a.k.a. Chapter 6? What can you say about the way that it "can't be played"? Not visible in Load Game?
What about level9 a.k.a. Chapter 7? Could it be that you've skipped it when testing all the levels? Please check again...
geyser 03:51, 9 May 2008 (CEST)
Hm, I'm testing with the PC demo and I get a behavior similar to yours, Ed. Here's what I'm doing (Neo, you too, listen up).
I generated A BATCH OF level0_Crap# FILES from the chaingun thingie and managed to saturate GameDataFolder with them.
First, the results with a clean demo (with only level0_Final, level1_Final and level4_Final in GDF to start with)
  • If I put all 16 Crap files into GDF (that makes 16 + 3 = 19), Oni exits (no Blam) while "loading level 0..."
  • If I only use 15 Crap files (that makes 15 + 3 = 18), Oni lets me play level 4, but Blams upon loading level 1.
  • If I only use 14 Crap files (that makes 14 + 3 = 17), Oni lets me play level 1, but Blams upon loading level 4.
  • If I only use 13 Crap files (that makes 13 + 3 = 16) or less, Oni starts normally and lets me load either level.
(in all these cases startup.txt lists all present .dat as valid, and all the expected ONWCs are available)
Now, with the extra level (with level0_Final, level1_Final, level2_Final and level4_Final in GDF to start with)
  • If I put all 16 Crap files into GDF (that makes 16 + 4 = 20), Oni exits (without a Blam) while "loading level 0..."
  • If I only use 15 Crap files (that makes 15 + 4 = 19), Oni still exits while "loading level 0...", this time with a Blam:
(here's the message given by the Daodan DLL in this case; I didn't bother with the level-load Blams)
loading level 0...

Oni crashed…
Please post your “startup.txt” file to <http://oni.bungie.org/forum/>…
Caught exception 0xc0000005 at 0x004244ce…
  EAX = 0000000000, ECX = 0x0027e201, EDX = 0x08000001
  EBX = 0x0054fc20, ESI = 0x0c2b6028, EDI = 0x0c2b6028
  EBP = 0x00bfab20, ESP = 0x0012f590
  • If I only use 14 Crap files (that makes 14 + 4 = 18), Oni lets me play levels 1 and 4, but Blams upon loading level 2.
  • If I only use 13 Crap files (that makes 13 + 4 = 17), Oni lets me play levels 1 and 2, but Blams upon loading level 4.
  • If I only use 12 Crap files (that makes 12 + 4 = 16) or less, Oni starts normally and lets me load all three levels.
(in all these cases startup.txt lists all present .dat as valid, and all the expected ONWCs are available)
So it appears that 16 is indeed the threshold for normal behavior.
Fails to load last file for 17, pre-last for 18, doesn't run at all for 19+.
This is consistent with Ed's report, so I guess this all holds for the Macs.
For the record, PC retail runs normally with all 16 crap files and then some.
It's really a shame, but it looks like the Mac build was born to nag us...
geyser 03:51, 9 May 2008 (CEST)
To confirm, only the TCTF Headquarters level will start to load then Oni will crash. I also tested it on my Intel computer, same result.
Here is the crash log: http://edt.oni2.net/OniSplit/PluginCrash.txt

EdT 05:20, 9 May 2008 (CEST)

"(Neo, you too, listen up)". Already did the test :). I split level0_Final.dat into 19 files and now the PC Demo doesn't even start. Reason: the filename of the 17th file got corrupted so it cannot find the file. That's why I asked someone with a Mac to check if the levels really load.

Neo

It's probably unnecessary for me to report this, but yes, my Intel Mac also also crashed when it tried to load the 1st TCTF level (when I had three plugins in the GDF). I can confirm that the (very nice-looking!) Spartans are present, although I forgot to test the chaingun. And Barabus is an unexpected surprise in Chapter 2. But yeah, crash-a-rama with the TCTF HQ.

So it looks like we have three options as far as the Mac goes:

  1. Change the '16' (which is not easy, apparently)
  2. Only use this method for basic crucial patches to the Edition or generally global effects like adding the Spartans
  3. Compiling more and more patches into the same one or two plug-ins, and releasing those newer versions of the plug-ins, to replace the older versions

P.S.: Please don't be oversensitive, geyser; you dropped in with blockbuster information and gave us no details on its workings, of course I said, "We demand details!" I hope you know that, at least to a native English speaker (which I often forget you aren't because your English is so good), "We demand __!" would not be interpreted as a strict command, but a friendly enthusiastic request. At least between familiar acquaintances it means that; perhaps a smiley would have helped convey my tone of voice.

P.P.S.: I don't fake enthusiasm, geyser, it's all real :-D --Iritscen 15:59, 13 May 2008 (CEST)


When using the level0_BGI plugin and the modified Oni.exe with a "normal" installation of Oni (Not AE) only one Masterchief (Striker version) will appear and he will be 1/2 black 1/2 transparent.

Script_10K first reported it and paradox-01 confirmed it. Video from Script_10K http://edt.oni2.net/AE/Script10K_MC_bug.WMV

EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent. Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"

MC transparent.jpg

EdT 00:53, 25 May 2008 (CEST)

Thanks for the reports.
"only one Masterchief (Striker version) will appear" As you can see, Oni complains about character classes that specify an invalid TRAC. Actually, since there's no such thing as a "default TRAC", every ONCC that links to a non-existent TRAC is ignored. Apart from the Striker variant, all the Chiefs use fancy male TRAC that can only be found in specific levels, as we well know. Since level0 instance files are loaded before everything else, those global Chiefs need their TRAC to be global. That means that without AE's globalization, indeed, only the Striker Chief will be available with this plugin. I don't think it's worth fixing.
"and he will be 1/2 black 1/2 transparent." That's because of another resource I'm assuming to be global, namely TXMPSUPER_REFLECT (Mukade's envmap texture). This is a bit more limiting because TXMPSUPER_REFLECT is missing from the demo (then again, so are a couple of TRAC used in level0_BGI), so even the Edition won't fix the Chiefs in the demo right now. I guess I'll fix that eventually, probably by including a reflection texture with the pack. For now, either play a full version, with AE's globalization of both TRAC and TXMP... or hex-fix level0_BGI.dat, e.g., by replacing the TXMPblack_chief_lo_res at the end with TXMPw5_sbg_ref or such.
On a completely different note, the OniSplit page is not exactly up-to-date, is it? I know I can do it myself, but since you were doing all the XML testing I thought you were in a better position than me to mirror and link to the new versions ^_^
geyser 03:47, 25 May 2008 (CEST)

Hi EdT, I have a question. Recently I am toying with 3d models, but I cannot IMPORT them back into Oni (It simply won't create M3GM back from my modified 3d model). Can you please tell me some programmes + what to do?. Big thanks, Loser

Loser: Are you saying that OniSplit cannot import the model or that once its inside Oni, it doesn't work? A couple of things to check, do you have the latest version of OniSplit? Is the 3D model highly detailed, if so, Oni will crash when the object comes into view.

You might want to look at this tutorial: Importing_character_models

Its hard to say what the problem is without seeing the model. Can you post it?

EdT 14:22, 22 June 2008 (CEST)


Hey man, there is something (http://www.paradox.oni2.net/mods/mac_shapeshift_test.zip, dead link) to test for you =)

(Instructions: delete all compound scripts, put in "test.bsl". The character file is for level19_Final. Hope it works.) --Paradox-01 20:10, 6 October 2008 (CEST)
Muro appeared first then, Barabus a few seconds later. The command "chr_wait_animtype 0 jump" had no effect. I didn't know you can have more than one character flagged as "IsPlayer" EdT 20:48, 6 October 2008 (CEST)
I don't know why but "chr_wait_animtype .." is needed on PC. (Try to comment it out (#)..) I tried lots of combinations but that's the way it seems to work.
Somehow, it is skipped when Muro becomes deleted. The strange thing is that the cam stays focused on Muro even if I delete him, ergo: the cam is floating into nothing... in a piece of a second out of the level.
Surely you can go on experimenting on your machine, maybe there are differences. But for now we have finally a way to shapeshift on a mac. --Paradox-01 21:40, 6 October 2008 (CEST)
Ed, there is a second player character in level1, called "konoko", with which you can do the same trick. You can also use chr_create 0 if there is a valid 0 character in the AISA, i.e., everywhere except in the original level7. --geyser 03:08, 7 October 2008 (CEST)
Dox, it works fine as long as Muro is deleted immediately before the new player is spawned. You can simply enter "chr_delete(Muro);ai2_spawn(barabus);" from the console, or you can delay those 2 simultaneous commands with pretty much anything: chr_wait_animtype, sleep, chr_wait health, cm_interpolate_block, chr_has_lsi in a loop... anything. --geyser 03:08, 7 October 2008 (CEST)

Here is a simple script that should work nicely in the original level18 (posing as Karen) --geyser 03:08, 7 October 2008 (CEST)
func main {
    chr_teleport 0 0
    chr_facetoflag 0 0
    ai2_spawnall
    door_ignore_locks=1
    fork disguise
}
func disguise {
    dmsg "please do a Devil Spin Kick"
    chr_wait_animation 0 KONCOMkick_heavy
    sleep 60
    chr_delete 0
    chr_create 0
}
Using the above script, Konoko changed to TCTF_Lite, but no matter where I was when I did the Devil Spin Kick, I changed to the TCTF_lite and transported to location 0. Is that how it works on the PC, or do you change at the location of the DSK? EdT 04:40, 7 October 2008 (CEST)
Ed, that's the fundamental limitation of Dox's hack. The fake shapeshifting involves deleting one player character and spawning another. when spawning the new character, the engine has no way of knowing where the old one was, and no reason to take it into account: all that happens is that control and camera focus are transferred to the new player. "Ergo", the position and facing of the new player must be set approximately: in the Mac case, either from CHAR, FLAG or FILM. As you can see, this kind of transition will only look good if carefully scripted, either coordinated with trigger volumes and such, or somehow making the warp look less awkward (teleportation or fade-out effect). --geyser 05:30, 7 October 2008 (CEST)
As for the TCTF Lite (Cop_generic, without shoulderplates, I assume?), that's the way it works with globalized resources, yes. The 0 AISA entry links to a missing ONCC, so Oni uses the first available ONCC instead. This is Karen in the original Oni, ONCCCop_generic in the edition so far, a Spartan or a HD Griffin if you use a plugin, etc. --geyser 05:30, 7 October 2008 (CEST)
Here is one that will work with your modified BINACJBOCharacter in level19 --geyser 03:08, 7 October 2008 (CEST)
func main {
    chr_teleport 0 109
    chr_facetoflag 0 0
    fork upgrade
}
func upgrade {
    dmsg "please jump down to your doom"
    chr_wait_health 0 199
    chr_delete 0
    ai2_spawn barabus
    chr_teleport 0 194
    chr_facetoflag 0 0
}
Of course, the upgrade will depend on whether ONCCbarabus is global. -geyser 03:08, 7 October 2008 (CEST)
And of course, this emulation of chr_set_class is quite limited. --geyser 03:08, 7 October 2008 (CEST)
But nevertheless very resourceful, and useful for scripted missions. --geyser 03:08, 7 October 2008 (CEST)
My respects for finding this delete-spawn thing: not intuitive at all. --geyser 03:08, 7 October 2008 (CEST)

It looks like there's a couple different links to Oni apps in your subdomain, EdT, http://edt.oni2.net/files/OniOSXfix.zip (dead link) and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --Iritscen 16:58, 12 October 2008 (CEST)