Level0 Tools: Difference between revisions

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{{Retitle|level0_Tools}}
{{Retitle|level0_Tools}}
During the development of Oni, Bungie West had an in-game editor for real-time adjustment and creation of entities in the game world. The UI for this editor was stored in files called level0_Tools.dat/.raw[/.sep]. The level0_Tools files also contain other resources that were used during development as well as textures that are seemingly relics not meant to be released.
[[Image:Tool Mode - Edit Particle Class.jpg|300px|right]]
During the development of Oni, Bungie West had an in-game editor for real-time creation and adjustment of entities in the game world. The editor could only run in a "tool build" of the Oni application named OniTool.exe, which we do not possess. The UI resources for the editor were stored in files called level0_Tools.dat/.raw[/.sep]. The tool files also contain other resources that were used during development as well as textures that are seemingly relics not meant to be released.


A standard Oni application will not actually load these files (in fact, Oni will explicitly state in its startup log that it is 'skipping the tool files'), but the function of the files was determined from examining their resources. If you're curious, you can download level0_Tools [http://geyser.oni2.net/edition/plugins/level0_Tools.zip here]. [[OniSplit]] can be used to extract the data into individual resources.
These files were first discovered in the German localization of Oni for the Mac, but have subsequently been found in the rest of the [[European Mac releases|Mac (E)FIGS localizations]], [[OBD:Localization/Japanese|Japanese Oni]] for both Windows and Mac, and Final Candidate build 7 (Windows, English). The labels on the elements in these windows were helpful in reverse-engineering the [[BINA]] formats.
 
A standard Oni application will not load these files (in fact, Oni will explicitly state in its startup log that it is 'skipping the tool files' if it sees them in the [[GDF]]), but by replacing existing [[WMDD]]s in the game with tool WMDDs (and supplying the alternate [[PSUI]] intended for Tool Mode), Oni can be tricked into displaying the Tool Mode windows, even though they have no functionality. This is how screenshots of the interface were obtained.
 
Selected windows can be seen in [[:Category:Tool Mode screenshots|this category]], but a complete collection of all 70 images in one place is found in [http://ssg.oni2.net/subfold/bluebox/images/ this directory]. If you're curious about looking at the files' resources, you can download level0_Tools [https://iritscen.oni2.net/wiki/level0_Tools.zip here]. [[OniSplit]] can be used to extract and convert the .oni files, just the same as with level''x''_Final files.


Here is an overview of level0_Tools' contents:
Here is an overview of level0_Tools' contents:
:*Distinct furniture models ([[OFGA|OFGAs]]). These are now "baked into" the environment of Oni's levels as generic [[AKEV]] quads that are merely flagged as furniture.
:*[[WMDD]]s that were used by the in-game visual editor, a.k.a. Tool Mode. As mentioned above, this mode is not available in a release build of Oni. Bungie West used it to edit [[OBJC]]s and other BINA resources while test-playing the game. When you read an [[OBD]] page for a resource type that had an editor window, you will see a picture of the window at the bottom of the page.
:*[[WMDD]]s that were used by the in-game visual editor, AKA Tool mode. This mode is not available in retail builds of Oni, but Bungie West used it to edit [[OBJC|OBJCs]] and other [[BINA]] resources while in-game.
:*Distinct furniture models ([[OFGA]]s), instances of which could be placed/adjusted while in Tool Mode. In Windows/Mac Oni, the furniture was baked into Oni's levels, i.e., converted to static quads in the [[AKEV]], before shipping, but the [[Oni (PlayStation 2)|PS2 version]]'s furniture still consists of independent mesh instances.
:*Textures that were used for debugging, or for other obsolete purposes. The most notable texture is probably the cartoon cat we have named [[Hapecat]], a variant of the character who appears in a poster in [[Chapter 2]], who has become something of a mascot for the community.
:*Textures that were used for debugging or other obsolete purposes. The most notable texture is probably the cartoon cat we have named [[Hapecat]]; this is a variant of the character who appears in a poster in [[Chapter 4]], who has become something of a mascot for the community.


The tool WMDDs were visually reconstructed, and these images have been placed on the [[OBD]] pages of any resource types that had editor window(s) devoted to them. A complete collection of the images in one place is found [http://ssg.oni2.net/subfold/bluebox/images/ here]. The labels on the elements in these windows were helpful in reverse-engineering the BINA formats. <!--Iritscen: This part needs a fact check: "Unfortunately the German localizers translated some of the Tool mode GUI into German along with everything else, not understanding that the files were superfluous. Thus our first look at the UI was through the lens of how somewhat-clueless localizers believed the English labels should be translated. Not until the discovery of the same WMDDs in the Japanese releases of Oni, which were untranslated, did we obtain the original English text for the Tool mode UI."-->
;Historical note
Back when these WMDDs were discovered in German Oni, it was quickly realized that the localizers had translated some portions of the Tool Mode dialogs into German along with other resources, not understanding that they were unused by the game. Thus our first look at the editor UI was after somewhat-clueless localizers attempted to translate some English labels into German, which fans then back-translated into English. Eventually an original English set of WMDDs were recovered from a final release candidate build of Oni, giving us the authentic text for the dialogs.


{{OBD}}
{{OBD}}[[Category:Oni history]]

Latest revision as of 23:27, 26 December 2023

Tool Mode - Edit Particle Class.jpg

During the development of Oni, Bungie West had an in-game editor for real-time creation and adjustment of entities in the game world. The editor could only run in a "tool build" of the Oni application named OniTool.exe, which we do not possess. The UI resources for the editor were stored in files called level0_Tools.dat/.raw[/.sep]. The tool files also contain other resources that were used during development as well as textures that are seemingly relics not meant to be released.

These files were first discovered in the German localization of Oni for the Mac, but have subsequently been found in the rest of the Mac (E)FIGS localizations, Japanese Oni for both Windows and Mac, and Final Candidate build 7 (Windows, English). The labels on the elements in these windows were helpful in reverse-engineering the BINA formats.

A standard Oni application will not load these files (in fact, Oni will explicitly state in its startup log that it is 'skipping the tool files' if it sees them in the GDF), but by replacing existing WMDDs in the game with tool WMDDs (and supplying the alternate PSUI intended for Tool Mode), Oni can be tricked into displaying the Tool Mode windows, even though they have no functionality. This is how screenshots of the interface were obtained.

Selected windows can be seen in this category, but a complete collection of all 70 images in one place is found in this directory. If you're curious about looking at the files' resources, you can download level0_Tools here. OniSplit can be used to extract and convert the .oni files, just the same as with levelx_Final files.

Here is an overview of level0_Tools' contents:

  • WMDDs that were used by the in-game visual editor, a.k.a. Tool Mode. As mentioned above, this mode is not available in a release build of Oni. Bungie West used it to edit OBJCs and other BINA resources while test-playing the game. When you read an OBD page for a resource type that had an editor window, you will see a picture of the window at the bottom of the page.
  • Distinct furniture models (OFGAs), instances of which could be placed/adjusted while in Tool Mode. In Windows/Mac Oni, the furniture was baked into Oni's levels, i.e., converted to static quads in the AKEV, before shipping, but the PS2 version's furniture still consists of independent mesh instances.
  • Textures that were used for debugging or other obsolete purposes. The most notable texture is probably the cartoon cat we have named Hapecat; this is a variant of the character who appears in a poster in Chapter 4, who has become something of a mascot for the community.
Historical note

Back when these WMDDs were discovered in German Oni, it was quickly realized that the localizers had translated some portions of the Tool Mode dialogs into German along with other resources, not understanding that they were unused by the game. Thus our first look at the editor UI was after somewhat-clueless localizers attempted to translate some English labels into German, which fans then back-translated into English. Eventually an original English set of WMDDs were recovered from a final release candidate build of Oni, giving us the authentic text for the dialogs.