Mod Tool/Oni level rebuilder: Difference between revisions
Paradox-01 (talk | contribs) (thought about it's realization) |
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;Wouldn't it be nice to have a tool that can rebuild an Oni level? | ;Wouldn't it be nice to have a tool that can rebuild an Oni level? | ||
;Of course after some modification has been | ;Of course after some modification has been made to the level. | ||
Mod Tool and OniSplit could accomplish this task. | Mod Tool and OniSplit could accomplish this task. | ||
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Since level0_Final is such a big file, Mod Tool will check if the folder is already located at OniLevels. | Since level0_Final is such a big file, Mod Tool will check if the folder is already located at OniLevels. | ||
For update purposes, the user can force to export level0_Final again by dragging and dropping it into the program. | |||
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There's already the shared folder for the xml master file. But we should be able to extend it whenever necessary. | There's already the shared folder for the xml master file. But we should be able to extend it whenever necessary. | ||
For instance BINACJBOCharacter/AISA/CRSA will | For instance BINACJBOCharacter/AISA/CRSA will require ONCC files in DAE format. | ||
This will be done whenever level0_Final becomes exported. | This will be done whenever level0_Final becomes exported. | ||
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====Project management==== | ====Project management==== | ||
Progress | Progress must be saved in form of *.exp scene files. | ||
Valid project locations will be provided automatically. | Valid project locations will be provided automatically. | ||
[...] | [...] |
Revision as of 20:52, 25 December 2013
- Wouldn't it be nice to have a tool that can rebuild an Oni level?
- Of course after some modification has been made to the level.
Mod Tool and OniSplit could accomplish this task.
Transfer from Oni to Mod Tool
Following scenario: A modder drags and drops level1_Final.dat into Mod Tool's viewport.
Mod Tool tells OniSplit to extract needed data.
For example:
- OniSplit.exe -export level0_Final level0.dat
- OniSplit.exe -export level1_Final level1.dat
- OniSplit.exe -extract:dae level1_Final level1_Final/AKEV*.oni -search level0_Final
- OniSplit.exe -extract:xml level1_Final level1_Final/ONLV*.oni
- OniSplit.exe -extract:xml level1_Final level1_Final/BINACJBO*.oni
After that Mod Tool can examine the files and import 3D content on different layers.
- Core geometry: EnvLayer
- Pathfinding: BnvLayer
- Consoles: ConsLayer
- TriggerVolumes: TrgvLayer
- etc.
Also, an already half-filled xml master file can be created.
- Information of BSL folder name and skybox can be received from the original ONLV file.
Transfer from Mod Tool to Oni
When user is ready he can click import and rebuild the level.
In ideal case he doesn't have to touch the xml master file.
Currently, the xml master file don't seem to cover the CRSA instance.
But, now that Neo has provided a code to create transform matrices, the ONLV file could be post-edited.
Limitations
Besides the work needed to get this all done ..., cutscenes (animation compositions and FILM creation) and BSL in general won't be produced automatically.
Realization
Export relevant files
As said before the user will drag and drop a dat file into Mod Tool.
Let's say he drops the airport, the folder will be located at Softimage_Mod_Tool_7.5\OniLevels\level4_Final.
To ensure the AKEV get all it's needed resources, level0_Final becomes also exported.
Since level0_Final is such a big file, Mod Tool will check if the folder is already located at OniLevels.
For update purposes, the user can force to export level0_Final again by dragging and dropping it into the program.
Loading work data
Some content will be imported as it is such as core geometry and BNV.
Other content like consoles should be imported indirectly from CJBO files.
That necessary because the extracted dae file doesn't cover any flags, script functions, etc.
Libraries
There's already the shared folder for the xml master file. But we should be able to extend it whenever necessary.
For instance BINACJBOCharacter/AISA/CRSA will require ONCC files in DAE format.
This will be done whenever level0_Final becomes exported.
onisplit -extract:dae level0_Final level0_Final\ONCC*.oni
Inside Mod Tool, envmaps will be disabled so that no strange effects with transparency emerge.
Project management
Progress must be saved in form of *.exp scene files.
Valid project locations will be provided automatically.
[...]