Mod Tool/OniTools addon: Difference between revisions

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* On Startup event
* On Startup event
** check for OniTools update [done]
** check for OniTools update [done]
** check for OniSplit update (plus note of recommendation)
** check for Oni Object Library update
** check for Oni Object Library update



Revision as of 12:47, 24 August 2014

Download and installation

Install by drag'n'drop OniTools.xsiaddon into Mod Tool's viewport.

Demo video

OCF thread



Tips

  • while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point
  • while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 0
    • check the point snap checkbox, then use move tool [V] with [Control] to move object to desired point


ToDo

General wish list

  • addon to make easily use of onisplit within Mod Tool [done]
    • supports drag and drop of onisplit [done]
  • import/export of flag collection [done]
  • import/export of patrol path collection
  • import/export of powerup collection [done]
  • import/export of trigger volumes [done]
  • import/export of weapons collection [done]
  • semi-automatic BNV and ghost creation
  • easy use of marker_textures
  • [...]

These points are less certain. Maybe they will be added, maybe not.

Edit: 16.07.2014

  • making loops from parts of animations
  • copying animation data from one character to another

Road map

display_flag_id_via_ICE_tn.jpg
flag id displayed via ICE
  • v7.1.9 TRGV: change to layer system + auto-update properties
  • v7.1.10 FLAG: exchange tex/UV-based id display with ICE-based id display (better performance)
  • v7.1.11 CRSA: support master xml file + load corpses from xml to Mod Tool (?)
  • v7.? turrets: basic import/export
  • v7.? furniture: advanced import (OFGA*.xml / BINACJBOFurniture.xml) & export (OFGA*.xml/.oni as new class, BINACJBOFurniture.xml)
  • v7.? turrets: advanced import/export
  • ...
  • v8 final Oni Object Library
  • ...
  • v10 starting Oni level rebuilder ?


Change log

known issues of v7.1.x

  • FURN particle not yet supported by export
  • not compatible with OBJ drag and drop plug-in (it appears to be taken down anyway)


known issues of v4-v7

  • manager windows sometime don't update what results in another opened instance
  • slow flag import, I will probably make the flag numbering (textures) optional in a later version (then turned off by default)
  • broken weapon depot update function (temporary solution: delete depot and add all dae file to folder)

Material-depending polygon cluster deletion: You need to find the material.
Material-depending polygon cluster deletion: before and after image.

version 7.1.8

  • material-depending polygon cluster deletion


version 7.1.7


version 7.1.1 - 7.1.6

  • bug fix: TRGV writing/reading
  • CRSA (corpse array) import
  • scaling support for TRGV
  • print absolute position and rotation of selected objects
  • print relative position and rotation of selected objects
  • furniture library (alpha)
  • basic OFGA import / FURN export


version 7

  • a "character export (TRAM)" button (select one bodypart and hit the button, it will select the tree automatically)
  • the code includes the "Make Rotation Keys Continuous"
  • the addon will change your save file settings (to framerate 60 fps)
one person can send a new *.exp file and the other person can make a *.dae from it
old *.exp (that were created based on a 30 fps setting) needs to be scaled down by a factor of 2
  • currently removed the features made in version 6 (hopefully we will not need that any longer)


version 6

  • repair major character rotation flips (beta)
    • select a body part and set keyframe range and flip amount
    • fine-tune problematic zones by hand


version 5

  • pathfinding manager (alpha: ghosts can be created on edges)
  • trigger volume manager (plus BINACJBOTrigger Volume.oni drag'n'drop support)
  • bugfix: flag xml code


version 4

  • flag manager (plus BINACJBOFlag.oni drag'n'drop support)
  • "(un)hide" button works now properly


version 3

  • weapon manager (plus BINACJBOWeapon.oni drag'n'drop support)
  • disables transparency on weapon textures
  • button to access OniXSI resources folder
  • fixes glitchy PPGs (manager windows sometimes switched from "locked" to "refresh" mode, etc.)


version 2

  • better support for future custom resources (check out the readme files in OniXSI resources folder)
    • for example new LSIs can be added at ...\Softimage\Softimage_Mod_Tool_7.5\OniXSI_resources\PowerUps\LSI


version 1

  • powerups manager (plus BINACJBOPowerUp.oni drag'n'drop support)
    • LSIs gets imported with a placeholder geometry (there's no easy way to detect what actual LSI is used for a level)
    • using LSIs from the manager works though (just keep in mind that levels are fixed to one type of LSI)
  • drag'n'drop support for OniSplit update


OniTool Remake

Eeeek. Improper name... Would "OniTools Deluxe" be better?

Yes there are still plenty of ideas to implement but it might be better to make a fresh start so it gets hopefully easier to add the new stuff. The layer system would be a big rewrite anyway.


So the first points to accomplish are following:

  • On Startup event
    • check for OniTools update [done]
    • check for Oni Object Library update
  • Oni Object Library
    • allow custom objects in sub folder
    • option to update html document with custom objects
    • option to re-download the library in case of corruption


Change log

level import controls
version 5 [pending]
This version is incompatible with the original OniTools addon.
For this reason I will delay the release until its on par with the original.
24.08.2014
  • semi-automatic level import (works both with DnD dat and DnD onis folder)
  • Replaces "check AKEV files" button with DnD dat and DnD onis folder
    • scan will be interrupted if one of these files are missing ONLV, ONSK, AKEV
    • the log will be save to the desktop


version 4


version 3
  • Disables NetView startup window. Imo, it's annoying.


version 2
  • AutoUpdater. After this installation further updates should happen automatically.


version 1
  • All it has is an update notifier. Version 2 should have an auto-update function. But at least you will know when it is available. ^_^