Talk:Importing character models: Difference between revisions

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(questions upon questions)
(Easier but harder :-))
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So, uh, you can't add a TRBS that you want to test into a folder other than level0_Final, right? I thought I could save time by not having to recompile level0_Final, so I added a TRBS for Griffin that I was testing to level12_Final ("Rooftops"), and it didn't work. The same TRBS worked in level0_Final, so I know it's not the file's fault. I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs? What about making a plugin with that TRBS.oni file and naming it "level12_griffin"? --[[User:Iritscen|Iritscen]] 19:38, 3 June 2008 (CEST)
So, uh, you can't add a TRBS that you want to test into a folder other than level0_Final, right? I thought I could save time by not having to recompile level0_Final, so I added a TRBS for Griffin that I was testing to level12_Final ("Rooftops"), and it didn't work. The same TRBS worked in level0_Final, so I know it's not the file's fault. I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs? What about making a plugin with that TRBS.oni file and naming it "level12_griffin"? --[[User:Iritscen|Iritscen]] 19:38, 3 June 2008 (CEST)
This may seem hard at first, but once you learn it, it will make life easier for you.
#Get 0xED http://www.macupdate.com/info.php/id/22750/0xed
#Make a duplicate of ONCCgriffin_generic.oni and rename ONCCgriffin_generi1.oni, now open it with 0xED. Scroll to the end of the file. Look for the text TRBSgriffin_body_high, change it to TRBSgriffin_body_hig1 (Make sure that 0xED is in Overwrite mode:  Edit - Write Mode - Overwrite). Save.
#Rename the TRBS you created to TRBSgriffin_body_hig1.oni
#Put both these files in the Level1_Final folder.
#In the Level1_Final folder look for the file BINACJBOCharacter.oni.  Open it with 0xED.do a search for griffin.  You should get the text griffin_generic, you will need to change that to griffin_generi1.  Save.
#Rebuild Level1
#Now modify a script to spawn griffin in Level1
That's it, now whenever you make changes to griffin, it will be quicker to rebuild level1 than level0.  Further, since I added a number of character to BINACJBOCharacter.oni, you will have access to EvilKonoko, Shinatama, Muro, etc.  So if you ever want to change them, you can follow the above process. 
Now I made the changes to the file names very simple.  The point of just changing one character in the name using the hex editor is to prevent the file from changing its size. (In the file itself, there is a number which tell Oni, the size of the file, so if you even add or delete one character, then it will cause a crash, since it is not the correct file size) But in the future, you can make the names more appropriate, by first exporting the ONCC as an .xml file then changing the names of the links to the TRBS, TRMA (textures), TRAC (animations), because OniSplit will calculate the correct file size.
Hope this helps,
[[User:EdT|EdT]] 21:43, 3 June 2008 (CEST)

Revision as of 19:43, 3 June 2008

For TRBS files

To export an ONCC or TRBS file to Collada format:

  onisplit -extract:dae dest_dir ..\GameDataFolder\level0_Final\ONCCkonoko_generic.oni

This will produce an ONCCkonoko_generic.dae collada file in the directory dest_dir plus the tga texture files used by the specified character.

Note: Blender's Collada importer/exporter is buggy, so you will need to add the options -noanim and -zup when extracting collada files for use with Blender:

  onisplit -extract:dae dest_dir -noanim -zup ..\GameDataFolder\level0_Final\ONCCkonoko_generic.oni

-noanim prevents the export of the default idle animation. That's needed because Blender doesn't import animated objects correctly. -zup exports a collada file with a coordinate system where Z axis points up instead of the default (Y up). This is needed because Blender uses Z up but the importer gets it wrong and convert to something else.

To create a TRBS file, use the following command:

  onisplit -create:trbs ..\GameDataFolder\level0_Final ONCCkonoko_generic.dae

This will create the TRBSkonoko_generic.oni file in dest_dir.

Options include

  -normals autogenerate normals.
  -cel generate a shell to give the effect of cel shading.

Example

  onisplit -create:trbs ..\GameDataFolder\level0_Final -normals ONCCkonoko_generic.dae

For more detailed information about importing characters, please this page: AE:Importing character models


So, uh, you can't add a TRBS that you want to test into a folder other than level0_Final, right? I thought I could save time by not having to recompile level0_Final, so I added a TRBS for Griffin that I was testing to level12_Final ("Rooftops"), and it didn't work. The same TRBS worked in level0_Final, so I know it's not the file's fault. I guess only level0_Final loads characters, not the individual levels? This is also true for ONCCs? What about making a plugin with that TRBS.oni file and naming it "level12_griffin"? --Iritscen 19:38, 3 June 2008 (CEST)

This may seem hard at first, but once you learn it, it will make life easier for you.

  1. Get 0xED http://www.macupdate.com/info.php/id/22750/0xed
  2. Make a duplicate of ONCCgriffin_generic.oni and rename ONCCgriffin_generi1.oni, now open it with 0xED. Scroll to the end of the file. Look for the text TRBSgriffin_body_high, change it to TRBSgriffin_body_hig1 (Make sure that 0xED is in Overwrite mode: Edit - Write Mode - Overwrite). Save.
  3. Rename the TRBS you created to TRBSgriffin_body_hig1.oni
  4. Put both these files in the Level1_Final folder.
  5. In the Level1_Final folder look for the file BINACJBOCharacter.oni. Open it with 0xED.do a search for griffin. You should get the text griffin_generic, you will need to change that to griffin_generi1. Save.
  6. Rebuild Level1
  7. Now modify a script to spawn griffin in Level1

That's it, now whenever you make changes to griffin, it will be quicker to rebuild level1 than level0. Further, since I added a number of character to BINACJBOCharacter.oni, you will have access to EvilKonoko, Shinatama, Muro, etc. So if you ever want to change them, you can follow the above process.

Now I made the changes to the file names very simple. The point of just changing one character in the name using the hex editor is to prevent the file from changing its size. (In the file itself, there is a number which tell Oni, the size of the file, so if you even add or delete one character, then it will cause a crash, since it is not the correct file size) But in the future, you can make the names more appropriate, by first exporting the ONCC as an .xml file then changing the names of the links to the TRBS, TRMA (textures), TRAC (animations), because OniSplit will calculate the correct file size.

Hope this helps,

EdT 21:43, 3 June 2008 (CEST)