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#51 10/01/09 21:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

It's not working smile ! whenever i copy the new heights back to the original files and try to convert it back to oni it doesn't convert ... I'm really struggling with it ... also when i copy the values and the 2 rows from the spread sheet they appear like this

<Height>    2.622638    </Height>
<Height>    2.7486177    </Height>

with spaces ... and I'm having a really hard time removing those spaces copying them back to the original and aligning them :S  can u give me some more tips to make this easier ?

I finished all moves except the throws sad


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#52 10/01/09 22:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

In your text editor, copy the spaces in between <Height> and the numbers.  Do a find and replace. Find the spaces and replace with no spaces.  That should remove the spaces.

Worst case you can email me the heights text and I can remove the spaces for you.

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#53 10/02/09 00:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

ok some are working some are not

here's the error I'm getting
Importing E:\Games\oni mod\try\casey\animations\throws\TRAMREDCOMthrow_bk_k_2.xm
l
System.Xml.XmlException: 'Element' is an invalid XmlNodeType.
   at System.Xml.XmlReader.FinishReadElementContentAsXxx()
   at System.Xml.XmlReader.ReadElementContentAsFloat()
   at System.Xml.XmlReader.ReadElementContentAsFloat(String localName, String na
mespaceURI)
   at Oni.Totoro.AnimationXmlReader.ReadHeights()
   at Oni.Totoro.AnimationXmlReader.Read()
   at Oni.Totoro.AnimationXmlReader.Read(XmlReader xml)
   at Oni.Xml.XmlImporter.ReadAnimation()
   at Oni.Xml.XmlImporter.Import(String filePath, String outputDirPath)
   at Oni.Program.CreateGeneric(String[] args)
   at Oni.Program.Main(String[] args)


what does that mean sad ?

I'm using the same method, so far I've only converted and tested 4 files successfully .

I'm using notepad++ to remove the spaces i mentioned and to substitute the new values


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#54 10/02/09 03:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

U know what never mind ^_^ it seems to be working now ... I don't know what changed or what i was doing wrong but it's working ^_^


the moves are done big_smile big_smile I've given him completely new combos ^_^ !! an equivalent of a willow kick and a crescent moon kick too big_smile s + w + k  and k + k + kfw

now I'm going to give him a new daoden glow so i'll work with something I haven't worked with before : particles

then give him a unique voice by changing the pitch and tone of some speech of other characters ^_^

Last edited by Samer (10/02/09 04:10)


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#55 10/02/09 07:10

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

maybe you could release an early version so we can try it out? from what i can tell, you've finished the model and moves, u just need to add details


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#56 10/02/09 07:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

yup i might do that soon smile

now i have a little question or maybe not so little ... I want to give him a daoden glow ( blue and white) maybe ... I can't find a tutorial on how to do that ... I know motoko has yellow glow .. so it can be done ... I found that it was done by hex editing which i know nothing about ...

is there another way ?

thank u in advance smile


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#57 10/02/09 07:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

mm i converted the oni BINA3RAPmotokosuper_p03 to xml ... the only thing i see that may indicate color is <Tint>255 144 0</Tint>

is that it ?  and if so how do i know what numbers correspond to which colors :$ ?

Last edited by Samer (10/02/09 07:10)


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#58 10/02/09 07:10

Iritscen
Moderator
From: NC, USA
Registered: 10/22/07

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

What color is Motoko's aura?  I would start by assuming that Oni uses the standard RGB order of colors, which would make Motoko's aura orange if it used {255, 144, 0}.


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#59 10/02/09 08:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

it's kinda yellow .. but that one refers to her fist which is orange smile thanks Irtiscen big_smile
I'll see for konoko and muro for comparison ... and make him a new one smile

3973769191_3ea2f7a085_m.jpg


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#60 10/02/09 08:10

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Here's an online tool. Chose your color and pick up the decimal numbers. http://www.psyclops.com/tools/rgb/

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#61 10/02/09 08:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

thanks smile I thought i'd just use the color editor of "paint" or any photo editing software to see the numbers but this is quicker ^_^


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#62 10/02/09 18:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Casey is released smile download from the first post

hope u like him .

demos : sorry i had to keep the shoulder pads .. i really hope that won't prevent u from enjoying him :$

Note : a tip for anyone who wants to modify TRAMS : use the ones found in Edition\install\packages\Globalize\oni\level0_Final\level0_Animations\Glass
or else the modified trams won't break glass


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#63 10/02/09 23:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Awesome! Excellent! 

You did a great job on Casey.  I like how all the impact flashes are the same color, shows attention to detail. The new moves are great.

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#64 10/03/09 01:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

THANK U Edt ! big_smile

I'm so glad u liked him and that u noticed the details ^_^


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#65 10/03/09 05:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

no one else wants to try him  neutral  ?


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#66 10/03/09 05:10

Stevinlewis
Member
From: Singapore
Registered: 03/25/09

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Well maybe cuz they dont have Oni currently installed in their comp like me? tongue

Last edited by Stevinlewis (10/03/09 06:10)

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#67 10/03/09 06:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

u haven't downloaded it either tongue so far only one download which is by EdT tongue
ShinBot had about 18 downloads (counting the depot and the forum)

Edit : U meant YOU don't have Oni installed O_o ?

Last edited by Samer (10/03/09 06:10)


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#68 10/03/09 07:10

Stevinlewis
Member
From: Singapore
Registered: 03/25/09

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Well yea... tongue i dont. sadly...

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#69 10/03/09 07:10

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Blam... Right after copying "character variant\*.oni" in "packages\Globalize\oni\level0_Final\level0_Characters\Globalization\". dunno wth.


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#70 10/03/09 07:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

u copied the 2 files ? ONCVcasey and ONVLvariant_list.oni that are in the zip into the folder packages\Globalize\oni\level0_Final\level0_Characters\Globalization\ and replaced the old ONCLvariant.oni ?

Note : This should be done BEFORE you install the package if u did this after u installed the package just reopen the installer and hit install again

since I gave him a new variant these 2 files need to be in that folder prior to the install. the ONCC refers to ONCVcasey.  if it can't find it it blams.

If u still have a problem I'll provide an ONCC that doesn't have a new character variant.
Please keep me updated on what happens !

Last edited by Samer (10/03/09 07:10)


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#71 10/03/09 07:10

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

I did all that I am supposed to do. It blammed. Then I BackUpped Globalize folder, removed ONCV from package, changed Varient to 'any' and it loaded. Anyway, something is wrong with ONCV or ONLV.

BTW, fix normal running. It seems like first step animation is speed-upped running animation and second step anim is normal running anim. AND does your Casey have Kick+Fw throw? I couldn't do it.


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#72 10/03/09 07:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

the ONLV also lists the ONCV for motoko, shnbot, and white and black chiefs ... It might be that it blams if u don't have these ONCVs :S ! I will test that and fix it . eventhough it worked for EdT
do u have my character variant fix installed form my other thread ?

it would help if someone else tests it too.

the running thing I have no idea how to change that and I didn't notice there's any problem with it .. he's based on muro's walk and run I didn't change it . so if there's something it's a bug in the original oni .

and no he doesn't have a kick forward throw : there are only 2 kick throws in the game : konoko's and tanker's (3 knee head hits). and both have been excessively used in other custom characters. he does have a running back kick throw, running back punch throw, static back punch throw and static back kick throw . static and running punch throw.


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#73 10/03/09 08:10

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Comment for future: Make all mods self-sufficient. Or it'll be like:
"I want to install 1, it needs 2 and 3. 3 needs 2 so I shoulde install 2 first. Oh crap, 2 needs 4. Ok I'll install 4, then 2, then 3 and then 1. Yay it's working!"
It should be like this:
"I want to install 1. I'll install 1. Yay! It's working!"

Last edited by demos_kratos (10/03/09 08:10)


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#74 10/03/09 08:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

Samoko: Oni will blam if the ONLV has a ONCV listed but that ONCV is not found.  So in your Casey mod, it did not include the ONCV for the other characters Motoko, White_Chief, etc. 

So Oni will blam if only the Casey mod is installed.  I didn't crash since, I had installed the varient fix.

Making mods is a learning process for all of us.  I just discovered a problem with Motoko's TRBS, that needs fixing.  smile

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#75 10/03/09 08:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: NEW CHARACTER: * Casey * =Version 6= updated on 24/04/2022

What I'm trying to do is : I want to install 1 YAY 1 works !!! but also the 2 and 4 and others still work too ! which is really hard to accomplish since the AE only supports the BGI as official characters

if I have made the ONLV not mention the ONCV of motoko or sh_bot then any one who has motoko installed won't be able to use her or she will still have the fury spawn issue.

It's not my fault . the Anniversary Edition should support adding character variants in an easier way, but instead they put it in the Globalization folder which the installer installs last overwriting any packages .  and I'm learning stuff as I go so take it easy on me


anyway yeah point taken ...all my mods will be removed until future notice . anyone with more experience than 3 weeks like me, feel free to jump in.

Last edited by Samer (10/03/09 09:10)


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