Mod Tool: Difference between revisions

292 bytes added ,  18 September 2012
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'''[http://softimage.wiki.softimage.com/sdkdocs/cus_addons_WalkthroughBuildinganAddon.htm building add-ons]'''
'''[http://softimage.wiki.softimage.com/sdkdocs/cus_addons_WalkthroughBuildinganAddon.htm building add-ons]'''
* So far building an addon file seems to be the most difficult among those 'extension' files but for the end user it's best because it can hold all other files: toolbars, plugins (scripts), etc.
* So far building an add-on file need more effort than the other 'extensions' but for the end user it's best because it can hold all other files: toolbars, plugins (scripts), etc.
* File > Add-On > Package... doesn't work with ModTool "Add-Ons cannot be created with Softimage Demo Version."
* File > Add-On > Package... doesn't work with ModTool "Add-Ons cannot be created with Softimage Demo Version."
* '''putting scripts simply into folders doesn't work, they must be "plugins" (file extension can be the same e.g. "vbs")'''
* '''putting scripts simply into folders doesn't work, they must be "plugins" (file extension can be the same e.g. "vbs")'''
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  logmessage "polygon mode"
  logmessage "polygon mode"
  Case Else
  Case Else
  logmessage "Choose Object or Polygon selection mode."
  logmessage "unknown mode"
  exit sub
  exit sub
  End Select
  End Select
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  ' the "GameDataFolder" isn't inside the "install" folder
  ' the "GameDataFolder" isn't inside the "install" folder
  ' so we will use ..\ to go one folder backwards
  ' so we will use ..\ to go one folder backwards
  '
   
  ' additional quote signs tells the program where the  
  ' additional quote signs tells the program where the  
  ' paths strings start and end in case the path contains spaces
  ' paths strings start and end in case the path contains spaces
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  ' you can attach data to objects, e.g. new properties for the scene root or Oni Trigger Volumes
  ' you can attach data to objects, e.g. new properties for the scene root or Oni Trigger Volumes
  ' the so-called "UserDataBlob" can't be saved in *.dae, so save the whole scene to keep your progress
  ' the so-called "UserDataBlob" can't be saved in *.dae, so save the whole scene to keep your progress
  '
   
  ' check if my property exist
  ' check if my property exist
  found_my_prop = 0
  found_my_prop = 0
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====script ideas====
====script ideas====
* automatic cam position update if user selects an object
* import/export of flag collection
* import/export of flag collection
* import/export of patrol path collection
* import/export of patrol path collection
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The following sections are about ideas that are checked right now for their possibility of realization or already in the making.
The following sections are about ideas that are checked right now for their possibility of realization or already in the making.




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* release date: Christmas ?
* release date: Christmas ?
: I don't see a demand for it, so I will wait and see if I can add other tools to the add-on.
: I don't see a demand for it, so I will wait and see if I can add other tools to the add-on.
=====selection tracking camera=====
The camera could move to selected object and become reset to last known position when user deselect the object.
' save current cam pos to new scene properties
' [...]
FrameSelection False, True, 1
This automatic tracking could also be disable anytime when user clicks a button.
There could be other buttons to jump to previous/next object grouped under their parent.
SelectNeighborObj , 2
SelectNeighborObj , 3




=====new door animations=====
=====new door animations=====
creating new door animations
After a few experiments onisplit v0.9.54.0 seems to output XYZ-W instead of XYZW.
After a few experiments onisplit v0.9.54.0 seems to output XYZ-W instead of XYZW.


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** make rotation keyframe for cube1
** make rotation keyframe for cube1
** remove that keyframe again
** remove that keyframe again
** make cube1 a child of cube
** save both cube to a dae file
** save both cube to a dae file
** make new scene and load dae
** make new scene and load dae
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