User talk:Neo: Difference between revisions

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(re:hexagon, mostly)
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:::Hexagon "wrongness" - not sure what exactly you are talking about. Sure, it needs to be scaled up a bit (somewhere between x20 and x40), it needs to be rotated a bit and some textures have non power of 2 sizes. Appart from that "it just works". Currently I'm investigating some "falling through the floor" problems but it appears that the problem is in OniSplit and not in Hexagon.
:::Hexagon "wrongness" - not sure what exactly you are talking about. Sure, it needs to be scaled up a bit (somewhere between x20 and x40), it needs to be rotated a bit and some textures have non power of 2 sizes. Appart from that "it just works". Currently I'm investigating some "falling through the floor" problems but it appears that the problem is in OniSplit and not in Hexagon.
:::[[User:Neo|Neo]]
:::[[User:Neo|Neo]]
:Well, I'm OK with bgr32, actually (and I'd be even more OK if I could use bgra32 ^_^ ) - it's not like the levels we're importing so far have hundreds of detailed textures... So the only critical flaw with hexagon was non-power-of-two texture sizes? is that really a critical flaw (as in "blam"), or did 'Scen mess up somewhere else (he's the one who reported a blam after importing hexagon2.dae; I didn't try)? About the scale - it's funny, what units is the original in, then? I thought the original was in millimeters, and hexagon2.dae in decimeters, so that it should be scaled up by 1.5 or 2, not more... 30 you say? huh. --[[User:Geyser|geyser]] 02:00, 11 November 2008 (CET)

Revision as of 01:00, 11 November 2008

New OniSplit (beta) version: OniSplit v0.9.30

What's new:

  • SNDD importer
-WAV files (.wav, mono/stereo, 22.05KHz/44.1KHz, uncompressed(PCM)/compressed(MS-ADPCM)) produce SNDD files that are compatible with Oni PC retail.
-AIFC files (.aif/.aifc/.afc, mono/stereo 22.05KHz, compressed(ima4)) produce SNDD files that are compatible with Oni Mac.
Example
 OniSplit -create out_dir test.aif
 OniSplit -create out_dir test.wav


  • LOD support for creating TRBS files. This can be done by creating an xml file containing the following:
 <?xml version="1.0" encoding="utf-8"?>
 <Oni Version="0.9.29.0">
     <Instance id="0" type="TRBS">
         <Elements>
             <Link>barabus_body_1.dae</Link>
             <Link>barabus_body_2.dae</Link>
             <Link>barabus_body_3.dae</Link>
             <Link>barabus_body_4.dae</Link>
             <Link>barabus_body_5.dae</Link>
         </Elements>
     </Instance>
 </Oni>
and running the command (assuming the created xml file's name is barabus_body.xml):
 OniSplit -create out_dir barabus_body.xml
It's not strictly necessary to create 5 different geometries for each LOD. The following works just as well:
 <?xml version="1.0" encoding="utf-8"?>
 <Oni Version="0.9.29.0">
     <Instance id="0" type="TRBS">
         <Elements>
             <Link>barabus_body_1.dae</Link>
             <Link>barabus_body_2.dae</Link>
             <Link>barabus_body_2.dae</Link>
             <Link>barabus_body_2.dae</Link>
             <Link>barabus_body_3.dae</Link>
         </Elements>
     </Instance>
 </Oni>


  • An xml file can contain "links" to other xml/obj/dae files. For example you can have the following line in an ONWC xml file:
 <Geometry>pistol.obj</Geometry>
Assuming the file pistol.obj exists in the same directory an M3GM .oni file will be automatically created from it.
Relative paths work just as well:
 <Geometry>geometry/pistol.obj</Geometry>


  • The -create:subt, -create:txmp and -create:m3gm are sort of obsolete. They still work but now you can simply use '-create' (or just 'create'):
 OniSplit -create out_dir crate.dae
 OniSplit create out_dir -format:bgr555 -genmipmaps pic.tga
 OniSplit create out_dir subtitles.txt


  • Work in progress: the AKEV importer now reads Collada materials so the resulting AKEV is textured.
Sample levels:
TestLevel1 -- This level should look like this in-game: Image 1 Image 2 Image 3
TestLevel2
A zip file contains the minimum needed to get a new level running in Oni. To "compile" a level extract it to a folder and run the following commands:
 OniSplit -create out -genmipmaps -format:dxt1 *.xml
 OniSplit -import:nosep . Oni\GameDataFolder\level1_Final.dat
(Of course, you need to change the output .dat file path to match your Oni installation path)


Neo

I did a quick update to 0.9.30 to fix a problem with relative paths handling.

Neo


Iritscen - looks like you've overlooked the 0.9.30 fix when updating OniSplit. Neo - thanks a lot, I'll try to test the new features and put them to good use.
Can someone tell me what was wrong with hexagon2.dae (unless it was just user error on the part of 'Scen?)? and what's up with using DXT1 for AKEV?
geyser 01:34, 11 November 2008 (CET)
DXT1 - well, you need to specify a texture format so you don't end up with bgr32.
Hexagon "wrongness" - not sure what exactly you are talking about. Sure, it needs to be scaled up a bit (somewhere between x20 and x40), it needs to be rotated a bit and some textures have non power of 2 sizes. Appart from that "it just works". Currently I'm investigating some "falling through the floor" problems but it appears that the problem is in OniSplit and not in Hexagon.
Neo
Well, I'm OK with bgr32, actually (and I'd be even more OK if I could use bgra32 ^_^ ) - it's not like the levels we're importing so far have hundreds of detailed textures... So the only critical flaw with hexagon was non-power-of-two texture sizes? is that really a critical flaw (as in "blam"), or did 'Scen mess up somewhere else (he's the one who reported a blam after importing hexagon2.dae; I didn't try)? About the scale - it's funny, what units is the original in, then? I thought the original was in millimeters, and hexagon2.dae in decimeters, so that it should be scaled up by 1.5 or 2, not more... 30 you say? huh. --geyser 02:00, 11 November 2008 (CET)