OBD talk:TRBS: Difference between revisions

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__TOC__
==XML section==
{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
<!--|The xml code on this page is compatible with onisplit '''v????'''-->
|}
'''general information'''
* TRBS files are stored ''globally'' (in edition/GameDataFolder/level0_Final)
* these files are used by ONCC
* they contain 5 models differing in ("LOD") level of detail (triangle number)
'''extraction'''
onisplit -extract:xml ''output_folder input_folder''/TRBS''name''.oni
'''creation'''
onisplit -create ''output_folder input_folder''/TRBS''name''.xml
'''example'''
TRBSkonoko_body_high.xml (extracted with onisplit v0.9.68.0)
<?xml version="1.0" encoding="utf-8"?>
<Oni>
    <TRBS id="0">
        <Elements>
            <Link>TRBSkonoko_body_high_TRCM1.dae</Link> <nowiki><!-- 300 triangles --></nowiki>
            <Link>TRBSkonoko_body_high_TRCM2.dae</Link> <nowiki><!-- 842 triangles --></nowiki>
            <Link>TRBSkonoko_body_high_TRCM3.dae</Link> <nowiki><!-- 1250 triangles --></nowiki>
            <Link>TRBSkonoko_body_high_TRCM4.dae</Link> <nowiki><!-- 2038 triangles --></nowiki>
            <Link>TRBSkonoko_body_high_TRCM5.dae</Link> <nowiki><!-- 3294 triangles --></nowiki>
        </Elements>
    </TRBS>
</Oni>
===custom TRIA===
Onisplit creates the [[TRIA#Investigation|TRIA]] instance on its own.
When extracting a TRBS with onisplit v0.9.41.0 the TRIA instance gets exposed. Then it can be modified by hand to change the hierarchy of body parts.
In the [[#example|table]] you can see examples of TRIA instances: one from Konoko and one from a more or less hypothetical hex-hound.
: Onisplit v0.9.58.0 and lower needs a dae file where the body part names are strictly correct but the order doesn't matter. The result will be always a standard TRIA.
: Onisplit v0.9.68.0 and higher(?) tolerates unusual body part names but it takes the order ''serious'' to build the hierarchy.
: In other words, when building a custom hierarchy with new onisplit versions you don't need any longer to edit the TRIA instance in xml.
Note that the head could be at a different location in the order. As result the head animation would be applied to a different body part.
Normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th part you need to change it.
A character with non-standard TRIA needs a complete set of new animations, those animations must be created based on that new TRIA.
'''Changing the body part order'''
Inside Mod Tool, the objects have an order which can be seen in the Schematics. The user can influence that order by using the Reorder Nodes Tool [I].
Taking this into account it should be possible to let Mod Tool generate a TRMA file fitting to TRBS.
'''VBS code piece for TRMA creation'''
* The objects get listed one after another (TRMA-ready).
* The textures are listed for TRMA and TXMP creation.
* There's a texture size check to see if "-large" argument is necessary.
{| border=0 cellspacing=20 cellpadding=0 align=right
| hexhound hierarchy
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hexhound_hierarchy_zpsf32e971c.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hexhound_hierarchy_tn_zpsd82230ce.png]
|}
if selection.count > 0 then
' any part could be selected, let's find the root body part
SelectNeighborObj selection(0), 4
' get all members including the pelvis
set bodyparts = '''selection(0).FindChildren( , , siMeshFamily)'''
for each member in bodyparts
logmessage "object name: " & member.name
if not typename(member.Material.CurrentImageClip) = "Nothing" then
logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
'logmessage "material: " & member.Material.name
'logmessage "shader: " & member.Material.shaders(0).name
logmessage "X: " & member.Material.CurrentImageClip.source.Parameters("XRes").Value
logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value
end if
logmessage "----------------------------------------------------------"
next
logmessage "counted body parts: " & bodyparts.count
end if
' INFO  : object name: A
' INFO  : texture: C:\Users\RRM\Desktop\A.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: R
' INFO  : texture: C:\Users\RRM\Desktop\R.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: S
' INFO  : texture: C:\Users\RRM\Desktop\S.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: P
' INFO  : texture: C:\Users\RRM\Desktop\P.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: Q
' INFO  : texture: C:\Users\RRM\Desktop\Q.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: N
' INFO  : texture: C:\Users\RRM\Desktop\N.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: O
' INFO  : texture: C:\Users\RRM\Desktop\O.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: L
' INFO  : texture: C:\Users\RRM\Desktop\L.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: M
' INFO  : texture: C:\Users\RRM\Desktop\M.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: B
' INFO  : texture: C:\Users\RRM\Desktop\B.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: C
' INFO  : texture: C:\Users\RRM\Desktop\C.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: D
' INFO  : texture: C:\Users\RRM\Desktop\D.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: E
' INFO  : texture: C:\Users\RRM\Desktop\E.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: F
' INFO  : texture: C:\Users\RRM\Desktop\F.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: G
' INFO  : texture: C:\Users\RRM\Desktop\G.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: H
' INFO  : texture: C:\Users\RRM\Desktop\H.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: I
' INFO  : texture: C:\Users\RRM\Desktop\I.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: J
' INFO  : texture: C:\Users\RRM\Desktop\J.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: K
' INFO  : texture: C:\Users\RRM\Desktop\K.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : counted body parts: 19
===example===
{| class="wikitable" width=100%
| '''standard TRIA'''
| '''hexhound TRIA'''
|-
|
    <Instance id="8" type="TRIA">
        <Elements>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>1</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>2</Child>
                <Sibling>4</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>1</Parent>
                <Child>3</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>2</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>5</Child>
                <Sibling>7</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>4</Parent>
                <Child>6</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>5</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>8</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>7</Parent>
                <Child>9</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>8</Parent>
                <Child>10</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>9</Parent>
                <Child>0</Child>
                <Sibling>11</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>9</Parent>
                <Child>12</Child>
                <Sibling>15</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>11</Parent>
                <Child>13</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>12</Parent>
                <Child>14</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>13</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>9</Parent>
                <Child>16</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>15</Parent>
                <Child>17</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>16</Parent>
                <Child>18</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>17</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
        </Elements>
    </Instance>
|
    <Instance id="4" type="TRIA">
        <Elements>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>1</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>2</Child>
                <Sibling>3</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>1</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>4</Child>
                <Sibling>5</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>3</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>6</Child>
                <Sibling>7</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>5</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>8</Child>
                <Sibling>9</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>7</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>0</Parent>
                <Child>10</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>9</Parent>
                <Child>11</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>10</Parent>
                <Child>12</Child>
                <Sibling>13</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>11</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>10</Parent>
                <Child>14</Child>
                <Sibling>16</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>13</Parent>
                <Child>15</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>14</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>10</Parent>
                <Child>17</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>16</Parent>
                <Child>18</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
            <TRIAElement>
                <Parent>17</Parent>
                <Child>0</Child>
                <Sibling>0</Sibling>
            </TRIAElement>
        </Elements>
    </Instance>
|}
==Old talk==
==Old talk==
===New 19-bone TRIA===
===New 19-bone TRIA===
Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. A simple test can be seen here: [http://dl.dropbox.com/u/139715/OniGalore/talk/simple_hex_model_walk_test.wmv vid] + [http://dl.dropbox.com/u/139715/OniGalore/talk/hex.h-test.zip files].
Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files.


An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.
An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.


If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --dox
If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --[[User:Paradox-01|Paradox-01]] 14:47, 15 May 2011
 
:If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone  number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC)
:If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone  number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC)




===How about more body parts?===
===How about more body parts?===
[http://www.youtube.com/watch?v=1UuesYUvyAk HERE's] a quick and dirty test. (Done on PC.)
Here's a quick and dirty test (<nowiki>https://www.youtube.com/watch?v=1UuesYUvyAk</nowiki>, dead link). (Done on PC.)
 
So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.).


So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.) You can access the used files [http://dl.dropbox.com/u/139715/OniGalore/talk/20_body_parts.rar HERE].
[[Image:TRBS_hit_on_20th_bone.jpg|thumb]]
[[Image:TRBS_gun_fire_on_20th_bone.jpg|thumb]]


{| border=0 cellspacing=20 cellpadding=0 align=right
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080_TN.jpg]
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085_TN.jpg]
|}
There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).
There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).


TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).
TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).


Probably this whole thing falls under the rubric "too difficult to achieve".
Probably this whole thing falls under the rubric "too difficult to achieve". --[[User:Paradox-01|Paradox-01]] 16:18, 14 May 2011‎
 
{{OBD}}

Latest revision as of 14:15, 13 May 2022

Old talk

New 19-bone TRIA

Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files.

An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.

If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --Paradox-01 14:47, 15 May 2011

If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a TRAS aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I really hope for is a game-ready Iron Demon ^_^ ) --geyser 23:34, 22 May 2011 (UTC)


How about more body parts?

Here's a quick and dirty test (https://www.youtube.com/watch?v=1UuesYUvyAk, dead link). (Done on PC.)

So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.).

TRBS hit on 20th bone.jpg
TRBS gun fire on 20th bone.jpg

There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).

TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).

Probably this whole thing falls under the rubric "too difficult to achieve". --Paradox-01 16:18, 14 May 2011‎