XML:FILM: Difference between revisions

1,288 bytes added ,  9 June 2012
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=FILM: animation playbacks=
==FILM: animation playbacks==
{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is compatible with onisplit '''v0.9.61.0''' and '''v0.9.68.0'''
|}


{{Template:XMLModdingHints}}


'''general information'''
===general information===
* FILM*.oni are level specific. (They can be found in level''XX''_...)
* FILM*.oni are level specific. (They can be found in level''XX''_...)
* for best results (esp. for run and jump) use same character for recording and playing the FILM files
* holster and unholster is same key event, make sure character has (un)holstered weapon as you planed, else it can affect sprint




'''BSL support'''
===BSL support===
  playback ''ai_name FILM_name''
  playback ''ai_name FILM_name''
  playback ''script_id FILM_name''
  playback ''script_id FILM_name''




'''How to make an own FILM'''
===How to make an own FILM===
* They become stored in Oni/edition folder. First file is named "saved_film000.dat"
* Enter [[Developer_Mode|Developer Mode]] to record a FILM.
* Enter [[Developer_Mode|Developer Mode]] to record a FILM.
: F9 - start record
: F9 - start record
: F10 - stop record
: F10 - stop record
: F11 - play record
: F11 - play record
* They become stored in Oni/edition folder. First file is named "saved_film000.dat"




'''FILM converting'''


for original FILM*oni to FILM*.xml
===FILM converting===
: for original FILM*oni to FILM*.xml
  onisplit -extract:xml xml_dir level''XX_name''/FILM*.oni
  onisplit -extract:xml xml_dir level''XX_name''/FILM*.oni
for new saved_film*.dat to saved_film*.xml
: for new saved_film*.dat to saved_film*.xml
  onisplit film2xml xml_dir source_dir/saved_film*.dat
  onisplit film2xml xml_dir source_dir/saved_film*.dat
for converting original/new *.xml to *oni
: for converting original/new *.xml to *oni
  onisplit -create oni_dir xml_dir/*.xml
  onisplit -create oni_dir xml_dir/*.xml




'''known issues'''
===<Keys>===
* no ONCC data included: take care of jumps
: None
* holster issue: holster and unholster is same key event, make sure character has (un)holstered weapon as you planed, else it can affect sprint
: Escape
: Console
: Pause
: Cutscene1
: Cutscene2
: F4
: F5
: F6
: F7
: F8
: StartRecord
: StopRecord
: PlayRecord
: F12
: LookMode
: Screenshot
: Forward
: Backward
: TurnLeft
: TurnRight
: StepLeft
: StepRight
: Jump
: Crouch
: Punch
: Kick
: Block
: Walk
: Action
: Hypo
: Reload
: Swap
: Drop
: Fire1
: Fire2
: Fire3
 
 
===sample piece===
[...] stands for another <FILMFrame>...</FILMFrame> code block
 
<?xml version="1.0" encoding="utf-8"?>
<Oni>
    <Instance id="0" type="FILM">
        <Position>414.461334 50 666.26355</Position>
        <Facing>4.767578</Facing>
        <DesiredFacing>4.767578</DesiredFacing>
        <HeadFacing>0</HeadFacing>
        <HeadPitch>-0.196971774</HeadPitch>
        <FrameCount>165</FrameCount>
        <Animations>
            <String></String>
            <String></String>
        </Animations>
        <Frames>
            <FILMFrame>
                <MouseDelta>0 0</MouseDelta>
                <Keys></Keys>
                <Frame>0</Frame>
            </FILMFrame>
            '''''[...]'''''
        </Frames>
    </Instance>
</Oni>
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