OBD talk:TRAM: Difference between revisions

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"how convert dae to xml / oni" - section
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==XML area==
==XML area==
===how convert dae to xml / oni ...===
====... using batch files====
'''[http://mods.oni2.net/system/files/dae_xml_oni_help.zip Download]''' the the modding ''environment'' so you know that the following lines are about.
Before you can run those files you need to put your source files into the "input_folder".
"dae + xml(not 41) to oni.bat" will generate files with '''Q'''Keys.
"dae to xml(41).bat" will generate files with '''E'''Keys.
====... using the Windows address bar====
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/modding_via_Windows_address_bar.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/modding_via_Windows_address_bar_tn.png]
The batch file code and the code used for the address bar are identical.
Look at this image it you will understand.
If you use the windows address bar you should have onisplit alway alongside your essential modding folders to have short commands like
: onisplit41 -create:tram output_folder input_folder/*.dae
We want to type as less as possible, don't we? =)
====... using onisplit GUI====
Uhm... Keep in mind that the GUI is only a mask for onisplit. New onisplit versions like 52 and 54 don't have the command -create:tram. That means that the GUI cannot produce long EKeyed-animations with those new versions.
====''short'' animations====
Animation with 107 frames or less are "short".
You can convert such animation by choosing one of the two methods.
: - To create QKeyed-animation you need a helper xml file to be placed alongside the dae animation file. (More than 107 QKeys are not possible at the moment.)
: - EKeyed-animations don't need a helper xml file but edits afterwards the creation. (Frame limit: 107 + unknown)
In any case the amout of needed hand work is quite the same for both methods.
QKeyed-animation refuse to become edited. There's somehow a bug like Samer pointed out on the forums. But that's not so tragic. You can edit the dae or the xml helper file and then merge them into an oni file again.
Like EdT said an advantage of the xml helper method is that you can breakdown a single dae file into smaller pieces. It's a comfortable way to create multiple animations from one source. E.g. you make combo animations in one dae - let's say punch (p), kick '''[[OBD_talk:StNA#animation_types|(pk)]]''', punch (pkp) - then you make 3 xml helpers. First file goes from fram 0 to 40, second file from 41 to 86, and third file from 77 to 140. The dae file has 120 frame but not the 3 oni files that will be created.
Some lines for the hypothetical second combo animation:
    <DaeImport>
            <Path>TRAM######combo.dae</Path>
            <Start>41</Start>
            <End>78</End>
        </DaeImport>
        <Lookup>
            <Type>PK</Type>
            <AimingType>PK</AimingType>
            <FromState>Standing</FromState>
            <ToState>Standing</ToState>
            <Varient>Combat</Varient>
            <FirstLevel>0</FirstLevel>
            <Shortcuts />
        </Lookup>
        <Flags>Attack</Flags>
====''long'' animations====
Frame limit: unknown. Tell us if you find out. =)
For now long animations will contain always EKeys because you can only use onisplit <font color="#999999">v0.9.</font>41<font color="#999999">.0</font> for it. See
====testing the created files====
Either put them into an AE package or create a plugin.
[[#..._using_batch_files|There's]] a batch file available that create level0 plugins. Put the created plugin files in your GameDataFolder and run the game.
===tags===
===tags===
:RuntimeLoaded
:RuntimeLoaded
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===Extents and XML===
===extents and XML===
Ever wondered how comes Artificial Intelligence can recognize incoming attack and block or dodge? Extents ( found out by Geyser and fully uncovered by Neo ) are the key.
Ever wondered how comes Artificial Intelligence can recognize incoming attack and block or dodge? Extents ( found out by Geyser and fully uncovered by Neo ) are the key.


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