Mod Tool/OniTools addon: Difference between revisions

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(Little nice pathfinding editor. Next stop: AKEV markers editor. This will require more time again.)
m (taking down old notes)
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==Download and installation==
==OniTools==
===Download and installation===
Install by drag'n'drop '''[https://dl.dropboxusercontent.com/u/139715/OniGalore/xsi_OniTools_addon_7.1.8.zip OniTools.xsiaddon]''' into Mod Tool's viewport.
Install by drag'n'drop '''[https://dl.dropboxusercontent.com/u/139715/OniGalore/xsi_OniTools_addon_7.1.8.zip OniTools.xsiaddon]''' into Mod Tool's viewport.


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==Tips==
===Tips===
* while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point
* 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
* while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 0
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==ToDo==
===Change log===
===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
* [...]
<!--
pushed back
* camera OBAN: DnD import / export
-->
 
These points are less certain. Maybe they will be added, maybe not.
 
Edit: 16.07.2014
* <s>making loops from parts of animations</s>
* <s>copying animation data from one character to another</s>
 
===Road map===
 
{| border=0 cellpadding=0 style="float: right;"
| [https://dl.dropboxusercontent.com/u/139715/OniGalore/display_flag_id_via_ICE.jpg https://dl.dropboxusercontent.com/u/139715/OniGalore/display_flag_id_via_ICE_tn.jpg]<br>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'''
'''known issues of v7.1.x'''
* FURN particle not yet supported by export
* FURN particle not yet supported by export
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==OniTool Remake==
==OniTools Remake==
Eeeek. Improper name... Would "OniTools Deluxe" be better?
;[http://paradox.oni2.net/OniToolsRemake/v4/OniToolsDeluxe.zip Official version 4]


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.


 
<gallery caption="version 5 gallery">
So the first points to accomplish are following:
Image:DnD_dat_and_onis_import.png|level import controls
 
Image:ModTool_PF_editor.png|pathfinding editor
* On Startup event
</gallery>
** 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===
===Change log===
[[Image:DnD_dat_and_onis_import.png|thumb|level import controls]]
[[Image:ModTool_PF_editor.png|thumb|pathfinding editor]]
;version 5 [pending]
;version 5 [pending]
: This version is incompatible with the original OniTools addon.
: This version is incompatible with the original OniTools addon.
: For this reason I will delay the release until its on par with the original.
: For this reason I will delay the release until its on par with the original.
: '''31.08.2014'''
:* adds button "show level projects"
:* adds button "save level project": exports layers to xsi files (OniDepots layer is ignored)
:* special *.xsi DnD support: xsi files with Oni layer names become imported on their own layer (e.g. AKEV, BNV)


: '''27.08.2014'''
: '''27.08.2014'''
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: '''24.08.2014'''
: '''24.08.2014'''
:* semi-automatic level import (works both with [[wikipedia:Drag_and_drop|DnD]] dat and DnD onis folder)  
:* semi-automatic level import (works both with [[wikipedia:Drag_and_drop|DnD]] dat and DnD onis folder)  
:* Replaces "check AKEV files" button 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
:** scan will be interrupted if one of these files are missing ONLV, ONSK, AKEV
:** the log will be save to the desktop
:** the log will be save to the desktop




;[http://paradox.oni2.net/OniToolsRemake/v4/OniToolsDeluxe.zip version 4]
; version 4
* Adds a toolbar
* Adds a toolbar
* Adds a "settings" button (alpha, not useful yet)
* Adds a "settings" button (alpha, not useful yet)
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;version 1
;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. ^_^
* 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. ^_^
===ToDo===
'''now'''
* settings
* improve level project management
* AKEV markers editor
'''later'''
* too much ...
* And how about another name? Currently it's "OniTools Deluxe". Suggestions go [http://oni.bungie.org/community/forum/viewtopic.php?pid=49068#p49068 HERE].
* file type editors
* Oni Object Library
** option to update html document with custom objects
** option to re-download the library in case of corruption
* Oni Object Library database exchange (user <=> server <=> user)




[[Category:Windows-only modding tools]]
[[Category:Windows-only modding tools]]

Revision as of 12:46, 31 August 2014

OniTools

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


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


OniTools Remake

Official version 4



Change log

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.
31.08.2014
  • adds button "show level projects"
  • adds button "save level project": exports layers to xsi files (OniDepots layer is ignored)
  • special *.xsi DnD support: xsi files with Oni layer names become imported on their own layer (e.g. AKEV, BNV)
27.08.2014
  • pathfinding editor
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. ^_^


ToDo

now

  • settings
  • improve level project management
  • AKEV markers editor

later

  • too much ...
  • And how about another name? Currently it's "OniTools Deluxe". Suggestions go HERE.
  • file type editors
  • Oni Object Library
    • option to update html document with custom objects
    • option to re-download the library in case of corruption
  • Oni Object Library database exchange (user <=> server <=> user)