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| ===how convert dae to xml / oni ...=== | | ===export=== |
| ====... using batch files====
| | Coming soon. |
| '''[http://mods.oni2.net/system/files/dae_xml_oni_help.zip Download]''' this modding ''environment'' so you know that the following lines are about.
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| Before you can run those files you need to put your source files into the "input_folder".
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| "dae + xml(not 41) to oni.bat" will generate files with '''Q'''Keys.
| | ===import=== |
| | Coming soon. |
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| "dae to xml(41).bat" will generate files with '''E'''Keys.
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| ====... using the Windows address bar====
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| [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]
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| The batch file code and the code used for the address bar are identical.
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| Look at this image and you will understand.
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| If you use the windows address bar you should have onisplit alway alongside your essential modding folders to have short commands like
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| : onisplit41 -create:tram output_folder input_folder/*.dae
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| We want to type as less as necessary, don't we? =)
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| ====... using onisplit GUI====
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| Keep in mind that the GUI is only a mask for onisplit. New onisplit versions - v0.52.9.0 or newer don't have the command -create:tram.
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| ====normal animations====
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| You can convert such animation by choosing one of the two methods. (normal = no overlay anims)
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| : - To create QKeyed-animation you need a helper xml file to be placed alongside the dae animation file.
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| : - EKeyed-animations don't need a helper xml file but edits afterwards the creation.
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| In any case the amount of needed hand work is quite the same for both methods.
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| QKeyed-animation refuse to become edited. There's somehow a bug like Samer pointed out on the forums. (Is this still the case? - 5th Dec 2011) 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.
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| 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 '''[[XML:StNA#animation_types|(pk)]]''', punch (pkp) - then you make 3 xml helpers. First file goes from frame 0 to 40, second file from 41 to 86, and third file from 77 to 140. The dae file has 120 frames but not the 3 oni files that will be created.
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| Some lines for the hypothetical second combo animation:
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| <DaeImport>
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| <Path>TRAM######combo.dae</Path>
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| <Start>41</Start>
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| <End>78</End>
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| </DaeImport>
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| <Lookup>
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| <Type>PK</Type>
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| <AimingType>PK</AimingType>
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| <FromState>Standing</FromState>
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| <ToState>Standing</ToState>
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| <Varient>Combat</Varient>
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| <FirstLevel>0</FirstLevel>
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| <Shortcuts />
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| </Lookup>
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| <Flags>Attack</Flags>
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| Don't forget to add types, variants, particle etc. to your xml file before you convert it to the oni format.
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| ====testing the created files====
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| Either put them into an AE package or create a plugin.
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| [[#..._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.
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