User talk:Ssg: Difference between revisions

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I've found the following two templates:
==Skybox images==


The [http://ssg.oni2.net/test/skyhtm/sky.htm skies from Mafia] (sorry for the bad thumbnail quality) for Oni: [http://ssg.oni2.net/test/skyhtm/skyhex.zip skyhex.zip] (~10 mb)


*OBD_Table_Header
A hex file contains the data (images flipped, mirrored and 32bit) for the raw/sep files. Copy the data of the sky you like to the end of a raw/sep file (with a hex editor) and change the raw/sep link of the sky images in the dat file (with OniUnPacker). Every image has a size of 256x256 pixels, which is a length of 40000 in hex.
*OBDth


For example, if the inserted hex data starts at position 0x02355500, the links have to be changed to:


Both contain the same code:
:front: 0x02355500
:left: 0x02395500
:back: 0x023D5500
:right: 0x02415500
:top: 0x02455500


[[User:Ssg|Ssg]] 12:31, 24 December 2008 (CET)
:Ssg, while those look very nice, there are simpler ways of doing things nowadays. :P We could make them into actual new skys if you wanted. [[User:Gumby|Gumby]] 19:01, 24 December 2008 (CET)
:Glad to see you again, Ssg. I'd love it if you stuck around for a while. But wow, you have a lot of catching up to do when it comes to our modding abilities :-) --[[User:Iritscen|Iritscen]] 19:25, 24 December 2008 (CET) [[User:Ssg|Ssg]] 19:46, 24 December 2008 (CET)


<nowiki>|- BGCOLOR="#E9E9E9" ! WIDTH=5% | Offset || WIDTH=5% | Type || WIDTH=10% | Raw Hex || WIDTH=10% | Value || WIDTH=70% | Description</nowiki>
What do you mean by "make them into actual new skys"? Put them into AE? Change them? [[User:Ssg|Ssg]] 19:25, 24 December 2008 (CET)
:Using Onisplit\AE framework, make a new ONSK. [[User:Gumby|Gumby]] 19:33, 24 December 2008 (CET)


@Gumby: Does Onisplit/AE mirror and flip the images and change them into 32 bit automatically?
No, no, and yes. But mirroring and flipping are easy to do in an image editing program. [[User:Gumby|Gumby]] 20:06, 24 December 2008 (CET)
@Iritscen: I wasn't really away. I've been following the things roughly going on at the Oni Central forum and here. So I'm not that much lost. :-) [[User:Ssg|Ssg]] 19:46, 24 December 2008 (CET)


Which one should I use? IMO, OBDth looks better.
:ssg: Can you post the actual image files?  I used the thumbnails for the test sky, also, it seems the left and right are off somehow:
[[Image:sky13.jpg]]


I used OniSplit to create the new ONSK file [[User:EdT|EdT]]


:th ^_^
@EdT: I can post the image files next year. (I don't have them here at my parents.)
::[[User:Geyser|geyser]] 17:32, 9 September 2007 (CEST)
 
----
The thumbnails are not mirrored and flipped. [[User:Ssg|Ssg]] 21:02, 25 December 2008 (CET)
:About the BBBB screenshots you've been adding to [[BINA]]
 
:#It would be nice if you described how they were obtained.
The [http://ssg.oni2.net/test/skyhtm/skybmp.zip skies] mirrored, flipped and as 24bit bmp files. (zip file, ~10 mb) [[User:Ssg|Ssg]] 09:57, 9 January 2009 (CET)
:#Are you sure '''navi.TXMP''' and '''buttons.TXMP''' are appropriate?
 
:I'm pretty sure there is another, more plain-looking TXMP.
ssg: The skies look great except for the top image:
:Not '''g206_controls_128x64.TXMP''', but something close...
 
::[[User:Geyser|geyser]] 20:14, 24 September 2007 (CEST)
[[Image:Airportsky13.jpg]]
<!--
 
<nowiki><font color=red>Answers are in red.</font>
[[User:EdT|EdT]]


<small>Mine are in small print.</small>
:Are you sure its not just all the other images? :)


I've no idea what's wrong with the top image. I've tested all of them on my pc and they worked great.


Let's see what we have:
:I noticed some of the sky files needed to be rotated 180 degrees such as the previous attempt.  But if I layout the photos in Photoshop first, I can order the files correctly. [[User:EdT|EdT]] 01:34, 21 January 2009 (CET)


[[Image:sky9.jpg]]


file id          = res_id


level id        = lev_id
Um, am I the only one who wants to turn his head on its side to look at that shot? ^_^' Don't you think that sky texture should be rotated 90° counter-clockwise? --[[User:Iritscen|Iritscen]] 04:11, 21 January 2009 (CET)


unsigned integer = uint + lenght in bits


signed integer  = int + lenght in bits
==Bungie TV from Macworld 2000==


high bit        = hb
I found some old Bungie TV videos from the Macworld 2000 on the net today.


float            = float
Here's a [http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/btv%20pamphlet/Inside.jpg pic with the content] of the vids (~300 kb)


link            = link
*[http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/bungie_tour_100.mov Day 1] (mov file, 160 x 120, 5 min 33 sec, ~29 mb) - contains only the Bungie East tour; the rest was never part of the file (see [http://web.archive.org/web/20000817095745/www.bungie.com/btv/archive/ here]; look at the filename)
*[http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov Day 2] (mov file, 160 x 120, 38 min 30 sec, ~182 mb) -  best vid, trip to Bungie West (Oni headquarters) plus Steve Abeyta shows some disarm moves
*:If anyone just wants to see the short bit of in-game footage (which is supposed to show the disarm moves but inadvertently demoes the working multiplayer they'd end up cutting), it's been clipped out and uploaded [https://www.youtube.com/watch?v=NSV_DlalNpE here]. --[[User:Iritscen|Iritscen]] 19:33, 24 December 2008 (CET)
*[http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day3_large.mov Day 3] (mov file, 160 x 120, 29 min 07 sec, ~217 mb) - see content pic above, lots of blah blah plus a ingame Halo preview at the end
*[http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day4_100.mov Day 4] (mov file, 160 x 120, 37 min 22 sec, ~277 mb) - see content pic above, very short ingame Halo preview, rest blah blah


raw offset      = offset
You can also download day two, three and four in very extra low poor quality [http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/ here] (first three links, 5 to 12 mb), but that's more pixel art than a video. [[User:Ssg|Ssg]] 00:10, 20 January 2008 (CET)


string          = char[lenght in bytes]
::Cool, look forward to watching these. --[[User:Iritscen|Iritscen]] 15:36, 5 March 2008 (CET)
::I'm going to be linking the Bungie West and East articles to the tour vids (Day 1 and Day 2), so hopefully these files will stay around for a while. Can I count on that to be the case? --[[User:Iritscen|Iritscen]] 15:01, 20 March 2008 (CET)


boolean          = bool
??? Why are you asking me that? I have no influence in the matter. [[User:Ssg|Ssg]] 00:28, 22 March 2008 (CET)
:I assumed that you uploaded them. Whose files are they? --[[User:Iritscen|Iritscen]] 15:01, 24 March 2008 (CET)


color            = color
==Bluebox screenshots==
:About the BBBB screenshots you've been adding to [[BINA]]
:#It would be nice if you described how they were obtained.
:#Are you sure '''navi.TXMP''' and '''buttons.TXMP''' are appropriate?
:I'm pretty sure there is another, more plain-looking TXMP.
:Not '''g206_controls_128x64.TXMP''', but something close...
::[[User:Geyser|geyser]] 20:14, 24 September 2007 (CEST)
----
To 1:


bitset          = bitset (In my interpretation a bitset has a lenght of one byte. "Bool" for bitsets is a bit confusing in my opinion. If I recall correctly Oni uses only "bitset collections", which are 4 bitsets in a row (so always 4 bytes are used, even if there's no need for 4 bytes).
#added WMDDs from Level0_Tools.dat to Level0_Final.dat
#replaced the dialog ID (0x108) of the [[OBD:WMDD|WMDD]] with the dialog ID of the help-window (or whatever it's called; it's the window that pops up when you press F1)


::;ssg
To 2:
:I'm not sure what you mean. Do you refer to the fact that some stuff in the iamges is overlapping? (If yes: Well, I never thought about that. I was too fixated on making the WMMDs visible, I guess.)


:It's "length". <font color=red>Oooohh... ummmm... that's somehow stored wrong in my head.</font>
'''Edit'''


I've changed in the last part of the dat file the name psui_oniUI to psui_oniUi. After that Oni reads the psui_g206 file. The result is this:


<font color=red>To your text below:</font>
now: [[Image:Tool dialog - Edit Combat old.jpg]] before: [[Image:Tool dialog - Edit Combat older.jpg]]


[[User:Ssg|Ssg]] 14:59, 11 December 2007 (CET)


<font color=red size=7>I. DO. NOT. AGREE.</font>
Short note: if there are still dialogs from tools.dat that you do not have screenshots for here you go:
<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/tools_wmdd.zip</nowiki> (dead link)


[[User:Neo|Neo]]


:SE2 uses COLOR (capitals) as the RGBA type. "color" is mostly OK.
Cool. Thank you. Did you managed it to "actiivate" the "Tools" files? [[User:Ssg|Ssg]] 01:19, 12 December 2007 (CET)
:"link" (or "link32") is essentially the same type as "res_id", right?
:Both "link" and "offset" are a bit vague and too weakly typed IMO.
::See below for the strong typing (WAHA*, VOID*, WAHA0*, etc...)
:You may be right about [[wikipedia:bitfield|bitfield]]s usually spanning 32 bits.
::(even though there might be a 16-bit bitfield in [[WMDD]])
:It's OK to split bitfields in 8-bit or 16-bit groups
::(but only when it means some actual thematic grouping)
:The bool32, bool16 and bool8 notation doesn't shock me
::(also, I can't see what a "bool" is... any example?)
:As for the high bit, I still think int31bool1 (or int31int1) is better.
:I also suggest int12int20, int8int24 and int9int9int9int5 for [[OTLF]].
::[[User:Geyser|geyser]] 01:30, 5 September 2007 (CEST)


----
If by activate you mean loading tools.dat in Oni then no. (Though I converted tools.dat to PC format but Oni crashes if it finds it and I did not bother to check why). Those images were generated with my viewer.
----
:I'd strongly suggest vectors, quaternions, planes and matrices.
::[[User:Geyser|geyser]] 01:30, 5 September 2007 (CEST)
----
:IMO that's not a good idea. It turns "type" more into a "description". F.e. a vector is stored as a float (column "type"). The information that this float is a vector should be placed in the column "description".
::[[User:Ssg|Ssg]] 23:04, 4 September 2007 (CEST)
----
:Well, types are ''always'' descriptive: more or less so depending on how "strongly typed" the system is.
::IMO it's better to have the OBD pages as strongly typed as possible; so, ''very'' descriptive types.
:It's not always justified, but in the case of matrices, vectors, etc, it almost certainly ''is''.
<font color=red></font>
::[[User:Geyser|geyser]] 01:30, 5 September 2007 (CEST)
:For instance, a vector is ''not'' a float but a group (struct) of three consistent floats.
::None of the three floats makes any sense without its two buddies, hence the vector type. <font color=red>Again. A float is a float. If the float is a part of a vector, then it should be mentioned in the "description" column. That's the function of this column. Plus if you write "vector" into the "type" column, nobody knows really the type. Vector could be anything. A bunch of floats or integers or doubles or whatever.</font>
:Also, treating it as 3 floats leads to redundant entries in the "description" column
::("x-component of ...", "y-component of ...", "z-component of ..." ... ''every time'') <font color=red>That's a really a real problem. *hmpf*</font>
:Whereas having a vector type makes the description much lighter and more to the point
::(e.g., "translation in parent space / world space / whatever") <font color=red>If you're refering to the creepy [[OBD:OBAN|OBAN]] tables, forget it.</font>
:In the case of the vector, at least, I'm sure that I'm right (it's that way in Oni) ^^
::[[User:Geyser|geyser]] 01:30, 5 September 2007 (CEST)
:I.e. in Oni's source you'd have something like this:
typedef struct Vector {
    float x, y, z;
};
typedef struct Quaternion {
    float x, y, z, w;
};
typedef struct Matrix {
    float x1, y1, z1;
    float x2, y2, z2;
    float x3, y3, z2;
    float x4, y4, z4;
};
:And then, in the definition of the file type OBAN:
typedef struct ObjectAnimationKeyframe {
    Quaternion rotation;
    Vector position;
    short time;
};
typedef struct OBAN {
    char blank_space[16];
    Matrix transform_initial;
    Matrix transform_fixed;
    short shpadoinkle1;
    short frames;
    short shpadoinkle2;
    short n_keyframes;
    ObjectAnimationKeyframe keyframes[n_keyframes];
}
:I don't mean that's exactly how Oni's source looks like,
::but it makes much more sense to me as a coder than this:
typedef struct ObjectAnimationKeyframe {
    float rotation_x;
    float rotation_y;
    float rotation_z;
    float rotation_w;
    float position_x;
    float position_y;
    float position_z;
    short time;
};
typedef struct OBAN {
    char blank_space[16];
    float transform_initial_x1;
    float transform_initial_y1;
    float transform_initial_z1;
    float transform_initial_x2;
    float transform_initial_y2;
    float transform_initial_z2;
    float transform_initial_x3;
    float transform_initial_y3;
    float transform_initial_z3;
    float transform_initial_x4;
    float transform_initial_y4;
    float transform_initial_z4;
    float transform_fixed_x1;
    float transform_fixed_y1;
    float transform_fixed_z1;
    float transform_fixed_x2;
    float transform_fixed_y2;
    float transform_fixed_z2;
    float transform_fixed_x3;
    float transform_fixed_y3;
    float transform_fixed_z3;
    float transform_fixed_x4;
    float transform_fixed_y4;
    float transform_fixed_z4;
    short shpadoinkle1;
    short frames;
    short shpadoinkle2;
    short n_keyframes;
    ObjectAnimationKeyframe keyframes[n_keyframes];
}
:Do I have to explain why I like the first OBAN better? <font color=red>An overwiev table is not the same as a code snippet.</font>
::[[User:Geyser|geyser]] 01:30, 5 September 2007 (CEST)


[[User:Neo|Neo]]


----
Sorry for interrupting you guys a bit.
----
I saw the new WMMDs.. Are you going to upgrade OniSplit or OUP like Bungie's original editor tool? That would be cool. How far are you done?<br>
By a side note: on "dialog_character_properties.png" you can see three different shields.  So, maybe the (red one) "boss shield" was editable?
:[[User:Paradox-01|Paradox-01]] 17:53, 12 December 2007 (CET)


:Maybe we should add a help page for the file types. This page explains the different types (float, integer, lev_id, links, ...) and how to read them (right to left, if a link ignore the 01, ...).
Would it be possible for me to get a copy of Bluebox since I'm on the Mac?
::;ssg
[[User:EdT|EdT]]
:"File" types??? Do you mean something like this? [[OBD:Data_types]] <font color=red>No, I don't. Sorry. My mistake. Please delete the word file in the previous sentence.</font>
::(I had invited you to have a look at it several times AFAIR)
:Note that since you're explaining the types anyway,
::it shouldn't hurt to have a few "complex" types (structs).
:Feel free to edit types out, but keep a copy in "discussion". <font color=red>??? Why ??? I only try to change the design. Plus wiki saves the original wiki code.</font>
::[[User:Geyser|geyser]] 01:30, 5 September 2007 (CEST)


Alloc or geyser can help, I guess. [[User:Ssg|Ssg]] 02:02, 20 January 2008 (CET)


I switched the bluebox images from the blue to the lila ones. Hope that was okay. [[User:Ssg|Ssg]] 18:07, 17 June 2008 (CEST)
:Yes, it's OK. Thanks. [[User:Neo|Neo]]


----
==Homing Weapons?==
----
Hi, Ssg. I was looking over the weapons class in the Oni binaries, and I can't find where it records that certain projectiles, like the Scram cannon's, are homing. Isn't there a bit for that? --[[User:Iritscen|Iritscen]] 19:57, 28 February 2008 (CET)
----
:Homing is a property of the projectile, not of the weapon class. You want to look at [[OBD:BINA/PAR3]].
<small>
::[[User:Geyser|geyser]] 23:14, 28 February 2008 (CET)
:From the bottom:
:Oh... Sorry, Iritscen, didn't see your question.
:Please have a look at [[OBD:Data_types]]. It is very much like the "help page for the types" you suggest.
:Thanks for the answer, geyser. :-)
:It needs some general remarks about [[wikipedia:Little_Endian|Little Endian]], as well as specific notes about the [[wikipedia:IEEE_float|IEEE floats]] etc.
::[[User:Ssg|Ssg]] 23:04, 4 March 2008 (CET)
:That's also where you'd have remarks on the level and resource ID format (low-byte 01, name hash, etc).
Yes, thank you. I have a neat weapon-modding idea I'd like to try. This would be my first modding attempt (we'll see if it works, I don't want to promise much, and it's a simple idea anyway). --[[User:Iritscen|Iritscen]] 15:32, 5 March 2008 (CET)
::(for example, note that the level ID in level0_Tools.dat is DD 01 00 00 instead of 01 00 00 00)
:If you object to aggregate types (or rather, ''since'' you object to aggregate types), feel free to remove them.
:(I meant trimming the complete list in [[OBD:Data_types]]; nothing to do with your update of file type pages)
:However, please back up the full collection of types in [[OBD_talk:Data_types]], for convenient reference.
::[[User:Geyser|geyser]] 00:59, 6 September 2007 (CEST)
:About aggregate types:
:Since you are going to explain basic types in detail on a "help page", why not explain aggregate types, too?
:Vectors, matrices and quaternions are very common objects in 3D graphics, so they will make immediate sense.
:The matrix/vector/quaternion form is explicitly shown in the '''Raw hex''' and '''Value''' columns: no confusion possible.
::In the [[OBAN]] example, it's easy to see that vectors, matrices and quaternions are structured groups of floats.
::If people don't know what a vector, a matrix or a quaternion is, they'll see the structure in the '''Value''' column.
::They'll see that they're bunches of floating-point values, and if they want more details, there's the help page.
::As for the '''Description''' column, it will still explain the ''actual'' role of the vector, matrix, plane or quaternion.
::Just as you don't detail the format of every float bit-by-bit, you shouldn't have to break down vectors etc...
:You don't have to agree, but IMO the '''Description''' column should describe the actual ''function'' of the data.
:As for the ''nature'' of the data, it should be clear from the other three columns: '''Type''', '''Raw Hex''' and '''Value'''.
::[[User:Geyser|geyser]] 00:59, 6 September 2007 (CEST)
:About union integer types (funny integers and bitfields):
:bool32 and bool16 are indeed misleading: bool1[16] and bool1[32] are better. Another solution is flags16 and flags32.
:However, int31flags1 will look weird, so for the indices with a high bit I'd recommend int31bool1 or (better) int31int1.
:That would be consistent with int9int9int9int5, int12int20 and int8int24 in [[OTLF]]. And flags16 and flags32. There.
::As for the signed-unsigned ambiguity, most of Oni's integers are positive and small, so there is no difference.
::Some of them are expicitly signed (e.g., whenever -1 is allowed), but the rest of the time it doesn't matter.
:So the above union types should actually be uint31uint1, uint9uint9uint9uint5, uint12uint20 and uint8uint24...
:But since there are very few signed integers in Oni, I'd just drop the "u" and disambiguate when necessary.
:Another option is to have "int" for usual integers (unsigned) and enum8, enum16, enum32 for IDs (signed).
::[[User:Geyser|geyser]] 00:59, 6 September 2007 (CEST)
:About the "creepy [[OBAN]] table":
:There's no arguing that "An overview table is not the same as a code snippet."
:However, note that both are structures meant to define/describe the data format.
:As an intermediate structure, you have the OUP "structdefs". So, not the same?
:If you add comments to a C-style structure definition, you get an OBD table:
typedef struct ObjectAnimationKeyframe { // element of the array in OBAN
    Quaternion rotation; // 0x00 // rotation of the object (applied after fixed matrix)
    Vector position;    // 0x10 // absolute position of the object in the world
    short time;          // 0x1C // keyframe time in frames (60 frames in a second)
};
typedef struct OBAN {
    char blank_space[16];    // 0x00 // used for pointers at runtime
    Matrix transform_initial; // 0x10 // initial transform matrix (before animation)
    Matrix transform_fixed;  // 0x40 // fixed transform matrix (e.g., scaling)
    short shpadoinkle1;      // 0x70 // I wonder what this button does...
    short frames;            // 0x72 // object animation length, in frames
    short shpadoinkle2;      // 0x74 // I wonder what *this* button does, too...
    short n_keyframes;        // 0x76 // number of keyframes in array
    ObjectAnimationKeyframe keyframes[n_keyframes]; // 0x78 // array of keyframes
}
:And since my point about vectors, matrix and quaternions was out of context:
:I claim that variant #1 below is much more tidy and readable than variant #2.
::;1. Using aggregate types
{{Table}}
{{OBD Table Header}}
{{OBDtr|0x00|res_id|FF0000|01 '''86 00 00'''|134|00134-Blackvan_FB.OBAN}}
{{OBDtr|0x04|lev_id|FFFF00|01 00 00 '''06'''|3  |level 3}}
{{OBDtr|0x08|blank[16]|00FF00|00 00 00 00  |0  |blank filler}}
|- ALIGN=CENTER VALIGN=TOP
|0x18||matrix||
{|border=1 cellspacing=0 style="white-space:nowrap"
|-BGCOLOR="#FFC8C8"
|C2 F5 E8 3F||AB D7 AA B3||EC 89 13 35
|-BGCOLOR="#FFFFC8"
|EC 89 13 35||ED 89 13 B4||C2 F5 E8 BF
|-BGCOLOR="#C8FFC8"
|B1 D7 AA 33||C2 F5 E8 3F||EB 89 13 B4
|-BGCOLOR="#C8FFFF"
|6B 9A 94 44||97 FD 5B C2||5D 06 DA C2
|}
|
{|border=1 cellspacing=0 style="white-space:nowrap"
|1.819999||-7.955471e-8||5.496247e-7
|-
|5.496247e-7||-1.374061e-7||-1.819999
|-
|7.955475e-8||1.819999||-1.374061e-7
|-
|1188.825561||-54.997646||-109.012428
|}
|ALIGN=LEFT|initial position transform matrix
|- ALIGN=CENTER VALIGN=TOP
|0x48||matrix||
{|border=1 cellspacing=0 style="white-space:nowrap"
|-BGCOLOR="#FFC8FF"
|C2 F5 E8 3F||00 00 00 00||00 00 00 00
|-BGCOLOR="#FFC800"
|00 00 00 00||C2 F5 E8 3F||00 00 00 00
|-BGCOLOR="#C800C8"
|00 00 00 00||00 00 00 00||C2 F5 E8 3F
|-BGCOLOR="#C87C64"
|00 00 00 00||00 00 00 00||00 00 00 00
|}
|
{|border=1 cellspacing=0 style="white-space:nowrap"
|1.819999||0.0||0.0
|-
|0.0||1.819999||0.0
|-
|0.0||0.0||1.819999
|-
|0.0||0.0||0.0
|}
| ALIGN=LEFT | fixed transform matrix
{{OBDtr|0x78|int16|B0C3D4|50 00|80  |unknown}}
{{OBDtr|0x7A|int16|E7CEA5|F5 01|501 |animation length in frames}}
{{OBDtr|0x7C|int16|FFDDDD|00 00|0 |unknown}}
{{OBDtr|0x7E|int16|64AAAA|65 00|10 |101 keyframes in array}}
{{OBDtrBK|First keyframe (black outline)}}
|- ALIGN=CENTER VALIGN=TOP
|0x00||quaternion||
{|border=1 cellspacing=0 style="white-space:nowrap"
|-BGCOLOR="#EBEBEB"
| F4 04 35 BF||6A 19 C4 B3||CE 3C 03 B4||F3 04 35 BF
|}
|
{|border=1 cellspacing=0 style="white-space:nowrap"
| -0.7071068|| -9.131584e-8|| -1.222244e-7|| -0.7071067
|}
|ALIGN=LEFT|object rotation
|- ALIGN=CENTER VALIGN=TOP
|0x10||vector||
{|border=1 cellspacing=0 style="white-space:nowrap"
|-BGCOLOR="#8C8CCC"
|C2 F5 E8 3F||AB D7 AA B3||EC 89 13 35
|}
|
{|border=1 cellspacing=0 style="white-space:nowrap"
|1188.825561||-54.997646||-109.012428
|}
|ALIGN=LEFT|object position
{{OBDtr|0x1C|int32|FF00C8|00 00 00 00  |0  |elapsed time in frames}}
|}
::;2. Without aggregate types
{{Table}}
{{OBD Table Header}}
{{OBDtr|0x00|res_id|FF0000|01 '''86 00 00'''|134|00134-Blackvan_FB.OBAN}}
{{OBDtr|0x04|lev_id|FFFF00|01 00 00 '''06'''|3  |level 3}}
{{OBDtr|0x08|blank[16]|00FF00|00 00 00 00  |0  |blank filler}}
{{OBDtr|0x18|float|FFC8C8|C2 F5 E8 3F|1.819999|m11 element of the initial position transform matrix}}
{{OBDtr|0x1C|float|FFC8C8|AB D7 AA B3|-7.955471e-8|m21 element of the initial position transform matrix}}
{{OBDtr|0x20|float|FFC8C8|EC 89 13 35|5.496247e-7|m31 element of the initial position transform matrix}}
{{OBDtr|0x24|float|FFFFC8|EC 89 13 35|5.496247e-7|m12 element of the initial position transform matrix}}
{{OBDtr|0x28|float|FFFFC8|ED 89 13 B4|-1.374061e-7|m22 element of the initial position transform matrix}}
{{OBDtr|0x2C|float|FFFFC8|C2 F5 E8 BF|-1.819999|m32 element of the initial position transform matrix}}
{{OBDtr|0x30|float|C8FFC8|B1 D7 AA 33|7.955475e-8|m13 element of the initial position transform matrix}}
{{OBDtr|0x34|float|C8FFC8|C2 F5 E8 3F|1.819999|m23 element of the initial position transform matrix}}
{{OBDtr|0x38|float|C8FFC8|EB 89 13 B4|-1.374061e-7|m33 element of the initial position transform matrix}}
{{OBDtr|0x3C|float|C8FFFF|6B 9A 94 44|1188.825561|m14 element of the initial position transform matrix}}
{{OBDtr|0x40|float|C8FFFF|97 FD 5B C2|-54.997646|m24 element of the initial position transform matrix}}
{{OBDtr|0x44|float|C8FFFF|5D 06 DA C2|-109.012428|m34 element of the initial position transform matrix}}
{{OBDtr|0x48|float|FFC8FF|C2 F5 E8 3F|1.819999|m11 element of the fixed position transform matrix}}
{{OBDtr|0x4C|float|FFC8FF|00 00 00 00|0.0|m21 element of the fixed position transform matrix}}
{{OBDtr|0x50|float|FFC8FF|00 00 00 00|0.0|m31 element of the fixed position transform matrix}}
{{OBDtr|0x54|float|FFC800|00 00 00 00|0.0|m12 element of the fixed position transform matrix}}
{{OBDtr|0x58|float|FFC800|C2 F5 E8 3F|1.819999|m22 element of the fixed position transform matrix}}
{{OBDtr|0x5C|float|FFC800|00 00 00 00|0.0|m32 element of the fixed position transform matrix}}
{{OBDtr|0x60|float|C800C8|00 00 00 00|0.0|m13 element of the fixed position transform matrix}}
{{OBDtr|0x64|float|C800C8|00 00 00 00|0.0|m23 element of the fixed position transform matrix}}
{{OBDtr|0x68|float|C800C8|C2 F5 E8 3F|1.819999|m33 element of the fixed position transform matrix}}
{{OBDtr|0x6C|float|C87C64|00 00 00 00|0.0|m14 element of the fixed position transform matrix}}
{{OBDtr|0x70|float|C87C64|00 00 00 00|0.0|m24 element of the fixed position transform matrix}}
{{OBDtr|0x74|float|C87C64|00 00 00 00|0.0|m34 element of the fixed position transform matrix}}
{{OBDtr|0x78|int16|B0C3D4|50 00|80  |unknown}}
{{OBDtr|0x7A|int16|E7CEA5|F5 01|501 |animation length in frames}}
{{OBDtr|0x7C|int16|FFDDDD|00 00|0 |unknown}}
{{OBDtr|0x7E|int16|64AAAA|65 00|10 |101 keyframes in array}}
{{OBDtrBK|First keyframe (black outline)}}
{{OBDtr|0x00|float|EBEBEB| F4 04 35 BF| -0.7071068 | x-value of the rotation quaternion}}
{{OBDtr|0x04|float|EBEBEB| 6A 19 C4 B3| -9.131584e-8 | y-value of the rotation quaternion}}
{{OBDtr|0x08|float|EBEBEB| CE 3C 03 B4| -1.222244e-7 | z-value of the rotation quaternion}}
{{OBDtr|0x0C|float|EBEBEB| F3 04 35 BF| -0.7071067 | w-value of the rotation quaternion}}
{{OBDtr|0x10|float|8C8CCC| 6B 9A 94 44| 1188.825561 | x-position}}
{{OBDtr|0x14|float|8C8CCC| 97 FD 5B C2| -54.997646 | y-position (height)}}
{{OBDtr|0x18|float|8C8CCC| 5D 06 DA C2| -109.012428 | z-position}}
{{OBDtr|0x1C|int32|FF00C8| 00 00 00 00| 0 | elapsed time in frames}}
|}
:There.
:If you say loud and clear "variant #2 is nicer", I won't even try to argue.
:We don't have to agree on that matter and I'm quite happy either way.
::[[User:Geyser|geyser]] 00:59, 6 September 2007 (CEST)
</small></nowiki>
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Latest revision as of 19:35, 31 October 2024

Skybox images

The skies from Mafia (sorry for the bad thumbnail quality) for Oni: skyhex.zip (~10 mb)

A hex file contains the data (images flipped, mirrored and 32bit) for the raw/sep files. Copy the data of the sky you like to the end of a raw/sep file (with a hex editor) and change the raw/sep link of the sky images in the dat file (with OniUnPacker). Every image has a size of 256x256 pixels, which is a length of 40000 in hex.

For example, if the inserted hex data starts at position 0x02355500, the links have to be changed to:

front: 0x02355500
left: 0x02395500
back: 0x023D5500
right: 0x02415500
top: 0x02455500

Ssg 12:31, 24 December 2008 (CET)

Ssg, while those look very nice, there are simpler ways of doing things nowadays. :P We could make them into actual new skys if you wanted. Gumby 19:01, 24 December 2008 (CET)
Glad to see you again, Ssg. I'd love it if you stuck around for a while. But wow, you have a lot of catching up to do when it comes to our modding abilities :-) --Iritscen 19:25, 24 December 2008 (CET) Ssg 19:46, 24 December 2008 (CET)

What do you mean by "make them into actual new skys"? Put them into AE? Change them? Ssg 19:25, 24 December 2008 (CET)

Using Onisplit\AE framework, make a new ONSK. Gumby 19:33, 24 December 2008 (CET)

@Gumby: Does Onisplit/AE mirror and flip the images and change them into 32 bit automatically? No, no, and yes. But mirroring and flipping are easy to do in an image editing program. Gumby 20:06, 24 December 2008 (CET) @Iritscen: I wasn't really away. I've been following the things roughly going on at the Oni Central forum and here. So I'm not that much lost. :-) Ssg 19:46, 24 December 2008 (CET)

ssg: Can you post the actual image files? I used the thumbnails for the test sky, also, it seems the left and right are off somehow:

Sky13.jpg

I used OniSplit to create the new ONSK file EdT

@EdT: I can post the image files next year. (I don't have them here at my parents.)

The thumbnails are not mirrored and flipped. Ssg 21:02, 25 December 2008 (CET)

The skies mirrored, flipped and as 24bit bmp files. (zip file, ~10 mb) Ssg 09:57, 9 January 2009 (CET)

ssg: The skies look great except for the top image:

Airportsky13.jpg

EdT

Are you sure its not just all the other images? :)

I've no idea what's wrong with the top image. I've tested all of them on my pc and they worked great.

I noticed some of the sky files needed to be rotated 180 degrees such as the previous attempt. But if I layout the photos in Photoshop first, I can order the files correctly. EdT 01:34, 21 January 2009 (CET)

Sky9.jpg


Um, am I the only one who wants to turn his head on its side to look at that shot? ^_^' Don't you think that sky texture should be rotated 90° counter-clockwise? --Iritscen 04:11, 21 January 2009 (CET)


Bungie TV from Macworld 2000

I found some old Bungie TV videos from the Macworld 2000 on the net today.

Here's a pic with the content of the vids (~300 kb)

  • Day 1 (mov file, 160 x 120, 5 min 33 sec, ~29 mb) - contains only the Bungie East tour; the rest was never part of the file (see here; look at the filename)
  • Day 2 (mov file, 160 x 120, 38 min 30 sec, ~182 mb) - best vid, trip to Bungie West (Oni headquarters) plus Steve Abeyta shows some disarm moves
    If anyone just wants to see the short bit of in-game footage (which is supposed to show the disarm moves but inadvertently demoes the working multiplayer they'd end up cutting), it's been clipped out and uploaded here. --Iritscen 19:33, 24 December 2008 (CET)
  • Day 3 (mov file, 160 x 120, 29 min 07 sec, ~217 mb) - see content pic above, lots of blah blah plus a ingame Halo preview at the end
  • Day 4 (mov file, 160 x 120, 37 min 22 sec, ~277 mb) - see content pic above, very short ingame Halo preview, rest blah blah

You can also download day two, three and four in very extra low poor quality here (first three links, 5 to 12 mb), but that's more pixel art than a video. Ssg 00:10, 20 January 2008 (CET)

Cool, look forward to watching these. --Iritscen 15:36, 5 March 2008 (CET)
I'm going to be linking the Bungie West and East articles to the tour vids (Day 1 and Day 2), so hopefully these files will stay around for a while. Can I count on that to be the case? --Iritscen 15:01, 20 March 2008 (CET)

??? Why are you asking me that? I have no influence in the matter. Ssg 00:28, 22 March 2008 (CET)

I assumed that you uploaded them. Whose files are they? --Iritscen 15:01, 24 March 2008 (CET)

Bluebox screenshots

About the BBBB screenshots you've been adding to BINA
  1. It would be nice if you described how they were obtained.
  2. Are you sure navi.TXMP and buttons.TXMP are appropriate?
I'm pretty sure there is another, more plain-looking TXMP.
Not g206_controls_128x64.TXMP, but something close...
geyser 20:14, 24 September 2007 (CEST)

To 1:

  1. added WMDDs from Level0_Tools.dat to Level0_Final.dat
  2. replaced the dialog ID (0x108) of the WMDD with the dialog ID of the help-window (or whatever it's called; it's the window that pops up when you press F1)

To 2:

I'm not sure what you mean. Do you refer to the fact that some stuff in the iamges is overlapping? (If yes: Well, I never thought about that. I was too fixated on making the WMMDs visible, I guess.)

Edit

I've changed in the last part of the dat file the name psui_oniUI to psui_oniUi. After that Oni reads the psui_g206 file. The result is this:

now: Tool dialog - Edit Combat old.jpg before: Tool dialog - Edit Combat older.jpg

Ssg 14:59, 11 December 2007 (CET)

Short note: if there are still dialogs from tools.dat that you do not have screenshots for here you go: https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/tools_wmdd.zip (dead link)

Neo

Cool. Thank you. Did you managed it to "actiivate" the "Tools" files? Ssg 01:19, 12 December 2007 (CET)

If by activate you mean loading tools.dat in Oni then no. (Though I converted tools.dat to PC format but Oni crashes if it finds it and I did not bother to check why). Those images were generated with my viewer.

Neo

Sorry for interrupting you guys a bit. I saw the new WMMDs.. Are you going to upgrade OniSplit or OUP like Bungie's original editor tool? That would be cool. How far are you done?
By a side note: on "dialog_character_properties.png" you can see three different shields. So, maybe the (red one) "boss shield" was editable?

Paradox-01 17:53, 12 December 2007 (CET)

Would it be possible for me to get a copy of Bluebox since I'm on the Mac? EdT

Alloc or geyser can help, I guess. Ssg 02:02, 20 January 2008 (CET)

I switched the bluebox images from the blue to the lila ones. Hope that was okay. Ssg 18:07, 17 June 2008 (CEST)

Yes, it's OK. Thanks. Neo

Homing Weapons?

Hi, Ssg. I was looking over the weapons class in the Oni binaries, and I can't find where it records that certain projectiles, like the Scram cannon's, are homing. Isn't there a bit for that? --Iritscen 19:57, 28 February 2008 (CET)

Homing is a property of the projectile, not of the weapon class. You want to look at OBD:BINA/PAR3.
geyser 23:14, 28 February 2008 (CET)
Oh... Sorry, Iritscen, didn't see your question.
Thanks for the answer, geyser. :-)
Ssg 23:04, 4 March 2008 (CET)

Yes, thank you. I have a neat weapon-modding idea I'd like to try. This would be my first modding attempt (we'll see if it works, I don't want to promise much, and it's a simple idea anyway). --Iritscen 15:32, 5 March 2008 (CET)