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#1 09/07/13 09:09

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

Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Screenshot (v3).
Additional information on Oni Galore.

It's meant to aid creating some common or difficult file types. So far those types are supported:
* FLAG: flags (object collection)
* PWRU: powerups (object collection)
* TRGV: trigger volumes (object collection)
* WEAP: weapons (object collection)
* FURN: furniture (object collection) (no particle tags yet)
* CRSA: corpse array (inside ONLV)

Other features:
* character export (for TRAM creation)
* print relative position + rotation
* print absolute position + rotation
* support for an animated rotoscope
* material-depending polygon cluster deletion

Quick guide:
* install by drag and drop OniTools.xsiaddon into Mod Tool's viewport
* access tools at View > Toolbars > OniTools
* use on your own risk wink

Videos:
* Features of version 5 (WEAP, FLAG, TRGV)
* CRSA import


--------------------------------------------------------------------------------


Remake project: OniToolsDeluxe

Get version 4 for automatic updates.

Atm, can be installed at the same time with the normal OniTools.

Last edited by paradox-01 (08/16/14 14:08)

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#2 09/07/13 10:09

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

This is an awesome tool to mod levels.

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#3 09/07/13 13:09

uroboros
Member
From: Poland
Registered: 10/14/11

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

I'm not really a moder but placing oni objects trigervolumes etc. inside a 3D app looks like huge time saver.

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#4 10/04/13 22:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

paradox would u consider making it support adding furniture\objects, particles , lasers , torrets ...
also a question : in the video how did u import the level geometry and furniture so quickly ? you mentioned compound.inf and finjar file ? I'm not sure what you said ... I've never heard of these ..

Last edited by Samer (10/04/13 22:10)


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#5 10/05/13 02:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

I've only the weekends/holidays to work on the addon so it might take a week or more to add new features. tongue
Moving particles are the most difficult files to display. I've not looked yet into Mod Tool ICE.
It will take a lot time to script equivalents for every particle action, property, etc. I don't know if that's even possible.
Also, bug fixes, I've to rewrite the weapon collection updater someday.

This time I had worked on version 7: character export. It's not an object collection but I think there is a need of an easy export process.

compound_env.dae (environment)
compound_furn.dae (furniture)
To quickly import these, you just have to drag and drop them into Mod Tool. big_smile
A fast hard drive (SSD) might help.

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#6 10/05/13 06:10

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

hmm...

Im will be more interested regarding particles in:
-How the emitters can be placed on the objects(weapon, character etc).
The proper particle editor can be done later in my opinion
-You can use helpers with proper names to create such framework.
For example

Locator/helper - name: barrel ,number: 1 , additional name - to determine from where the bullets should be lunched.
Locator helper - name: visual ,number: 1, additional name - to determine where visual only particles should be placed
Example:
barrel1_SMG - here we have the locator/helper form where the bullet will be shoot
visual2_SMG - here is the locator/helper for example where the laser light should be placed.
etc.
And the additional name will allow us to have more than one the same named and working locators/helpers in the scene.


This will help a lot in weapons or characters creation.

Last edited by ltemplar (10/05/13 06:10)

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#7 10/05/13 06:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

@paradox, ouh I wasn't thinking that far for particles I was just thinking something simple to position particles in levels, like the mines you used in china level or the rats particle for example ...
i heard the file names wrong then tongue i thought it was something else because it takes more time to import these for me, (time for a PC upgrade ^_^)
for furniture an OFGA placer that will also export to a BINACJBOFurniture.xml would be so useful too. currently I'm positioning the furniture in xsi then manually copying each of their location to the BINACJBOFurniture.xml, at first i was doing that in game without xsi and it was even more time consuming especially for big objects whose location doesn't match correctly with player position.
thanks for this great tool paradox ^_^ you always amaze me, cz I got no clue how you even make these tongue

Last edited by Samer (10/05/13 06:10)


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#8 10/05/13 07:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Paradox: perhaps you can add a generic object that can be placed and the details, position and rotation can be exported to .xml, then the modder can copy that info to place particles or other objects in the level.

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#9 10/05/13 11:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

So many ideas flying around...

Dealing with furniture and other objects is not very convenient. Imo, we need a library that shows what is inside a dae file.
So for now the plan is to write an folder drag'n'drop event that gets all the files, converts if necessary, and takes screenshots for html pages.
Then you would not need to load all files at once to search for your favorite crate, palm tree or car.


a test with 2 door

' number of screenshots, png format
SetValue "Passes.object.FrameRangeSource", 1
SetValue "Passes.object.FrameSet", "1"
SetValue "Passes.object.Main.Format", "png"

SelectObj "door_41_2506", , True
' set file name = selected object
SetValue "Passes.object.Main.Filename", selection(0)
FrameSelection False, False, 1
RenderPass

SelectObj "door_28_2493", , True
SetValue "Passes.object.Main.Filename", selection(0)
FrameSelection False, False, 1
RenderPass

' output path C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Render_Pictures

door_28_2493.1.png
door_41_2506.1.png

It's a pity that they force these watermarks into it...
For some reason these look too bright in the web browser. In paint/PS it's ok.

I will set up a scene with general lightning from all directions. You can later adjust and add local light sources for levels and bake vertex shading on it.

It will enable you to create stuff like this with more ease:
light_test_ingame_zps08118244.png

When the html creator is done I will deal with furniture itself (xml export) and your other suggestions. smile

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#10 10/05/13 12:10

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Nice..

can you do a screen shot with the wireframes for this level too?

BTW.Nice ground texture...more cartoon-like..
I understand that you also add particles near the lamp that are simulating emitted light..(hard to spot from this camera angel)

Are thous already in this version of tools , or this is something planed for the next update?

Last edited by ltemplar (10/05/13 12:10)

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#11 10/06/13 07:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

"Are those already in this version of tools"

The features I described in my last post doesn't yet exist, except for the vertex shading.
(There's a code piece on the XML:ONLV page.)

extended_tower_test.png

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#12 10/06/13 07:10

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Ahh I see now... But so dense frame can't be used in oni levels.(as a test yes, but not for really complicated one)
But if you figure out how this can be converted into shadow maps automatically added to the level, then this will be something.....

What regards particle editor, why not use existing one in the XSI tools? Is there a problem when it comes to translating theirs script into XML one or other read by ONI engine?
Still think that some proper names for objects...will do well and help a lot in weapons/characters creation.
I'm using something similar for Earth 2160 models and this work as a charm.
For example to determine where the engine/fx/armor should be added in the game I use locators/helpers named:
FXENGINE
ENGINE
BULLET
ARMOR
etc.

So I think something like that will work for oni too.
Maybe it's worth ad last considering?

Last edited by ltemplar (10/06/13 07:10)

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#13 10/06/13 08:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

There's a middle way: you could use low poly areas where no complex shading is needed and high poly areas (or high polys patches that overlay low polys) where shading gets "interesting".


"What regards particle editor, why not use existing one in the XSI tools? Is there a problem when it comes to translating theirs script into XML one or other read by ONI engine?"

Excellent questions. Why don't you look into this and tell us? big_smile

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#14 10/06/13 08:10

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Ok..i will  tongue

But now seriously .....the VB script language can be translated to python commands, and that can be translated to xml, so there is a way. However I never done a script for XSI ..so I'm not a perfect person to speak up in that mater. ]:D

But now really seriously
My question was to you as to an expert is something like that possible (or if not why not?). So I don't understand your reaction...

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#15 10/06/13 11:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Same here, I'm no expert. I've some knowledge about Oni aspects but my knowledge about Mod Tool and real scripting is only basic. A few weeks ago I did not even know how to read out xml files. I'm bad in math and such things but I want to "swallow the bitter pill" in order to get better modding possibilities. The disadvantage is that I've no time to create actual content.
Learning something new and making use of the learned is always a fight to me and currently I'm fighting with the creation of an Oni object library. You keep asking about particles. I've no idea. That's why I return these questions back to you.

Converting scripts from one language to another: I've heard of that, a bit. I think that not everything can be translated into another language, in this case I guess it's all the more problematic because xml is not a scripting language - just like HTML and CSS is not a scripting language.
So, before I don't learn how particle work in Mod Tool, I will be very skeptical that we can easily port particle from this to that language.

Last edited by paradox-01 (10/06/13 11:10)

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#16 10/06/13 11:10

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Ok..i understand.

As I stated before I'm not an expert(so you can take my advice or not), but in my opinion all what we need is the rough data about positions and rotations that thous particles take in particular period of time.
then thous can be imported in to xml data file.
With static particles this will be even easier.
What I propose is the code..that will take thous information and import them to xml.
The rest will be up to the modder to take them and make use.
The "proper thing" as you named it will take to much time to finish(a luxury that nobody here have).

Now for the weapon/characters..i must not only make all geometry texturing and uvw, but also writ down every position that are used by them, and then "play" with the transformation matrix in the xml. So tool that will automate this process will be the real time saver
And that's everything I ask.

Last edited by ltemplar (10/06/13 11:10)

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#17 10/12/13 10:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Status report ... and a challange for CSS/JS guys.


/////////////////////////////////////////////////////////////////////////
todo list

  • object redering and html creation

    • start process by folder DnD event

    • consoles     [done]

    • doors

    • furniture     [done]

    • turrets

    • triggers

    • better navigation on html page ?

    • combining the code pieces

    • update management ?

  • xml drag'n'drop support

  • xml import

    • new object management via layers ?

  • xml export

  • upload Oni Object Library

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


As you can see on the image below there are many furniture objects. (See scroll bar size...)

We can imagine that a modder places some furniture and then wants to switch to the triggers and turrets page. But the navigation is fix at the top. It would be handy if the navigation is always visible, let's say on the right side.

There are quite some points to do so I would like to ask you guys for help: if one of you knows CSS or JS and is willing to improve the navigation that would be great, if needed you can also adapt the page style.
Then the library could get done just somewhat sooner. smile

HERE's the furniture test page with images. File size: ca. 9 MB.

Oni_Object_Library_alpha_2.png

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#18 10/12/13 11:10

uroboros
Member
From: Poland
Registered: 10/14/11

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Now this is awesome! Thanks for being able to figure out how to do all this stuff Paradox.

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#19 10/12/13 14:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

cool big_smile
I'm curious, how did u make this paradox did u actually extract all objects and open them in a 3d program and then take a screenshot of each ? or is there an easier way


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#20 10/12/13 17:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Great idea!

I found this code here:http://www.thecodepress.info/2013/01/fixed-navigation-bar-in-css-html.html

I modified your test page with this code and it worked well.

In the <style> section add:

body 
{
 margin:0px;
}
		
#nav
 {
 background-color:#262626;
 width:100%;
 height:50px;
 box-shadow: 0px 1px 50px #5E5E5E;
 position:fixed;
 top:0px;
}
.title
 {
 color:#EDEDED;
 font-family:verdana;
 font-size:25px;
 width:350px;
 margin-top:6px;
 margin-left:150px;
 font-weight:bold;
 float:left;
}
.subtitle 
{
 color:#EDEDED;
 font-family:verdana;
 font-size:15px;
}
#navigation
{
 list-style-type:none; 
}
li 
{
 display:inline;
 padding:10px;
}
#nav a
{
 font-family:verdana;
 text-decoration:none;
 color:#EDEDED;
} 
#nav a:hover 
{
 color:#BDBDBD;
}
#body 
{
 width:850px;
 margin:0px auto;
 margin-top:80px;
 font-family:verdana;
}

Then for the Nav bar use this:

<div id="nav">
<p class="title">Oni Object Library</p>
<ul id="navigation">
<a href="consoles.html">consoles</a>&nbsp;&nbsp;&nbsp;
<a href="doors.html">doors</a>&nbsp;&nbsp;&nbsp;
<a href="furniture.html">furniture</a>&nbsp;&nbsp;&nbsp;
<a href="turrets.html">turrets</a>&nbsp;&nbsp;&nbsp;
<a href="triggers.html">triggers</a></font>
</ul>
</div>

Finally for the content put it inside this:

<div id="body">
<!--Add your content HERE-->
</div> 

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#21 10/12/13 18:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Thank you for the comments, folks. big_smile



Samer, it's as you say, you extract all files of a folder as xml and dae by using an asterisk as filename, then you load the dae files of one object into Mod Tool (except for the invisible geometry), and finally you "render" those objects. That rendered image can be saved. So it's quasi a screenshot. (Special scene with lights needed.) (Btw, I found out how to avoid the watermarks. It's an alternative render method.)

99.9% of the things that happen in Mod Tool get logged in its script editor.
So the single steps can be taken and recombined in a script, there's additional code needed (e.g. analysis of the xml) to make sure everything works out in the way you want.

The current script has a loop so that all relevant files in a folder are 'visited' to gather information, take screenshots and write the html page.

In the future you will just need to drag'n'drop the Oni resource ("shared") folder into Mod Tool. The script will then do everything to create/update the library.

The first rendering of all objects might take Mod Tool 5 to 15 minutes depending what hardware is used. For slow(er) computers I plan to upload my own library (*.html + *.png).



Ed, I tested your code. Indeed, works great, I hope to integrate it tomorrow. One point less to care about. smile
Thanks again.

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#22 10/13/13 07:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

HERE's a new furniture test page.
- It features the improved navigation.
- The file links are now relative, so you will be able to drag'n'drop the dae links into Mod Tool.
  I hope to write a custom import someday so you will not get bothered by the popping up import options.

Before you can work with that page you must export the required resources.

onisplit -extract:xml path_to/shared/furniture path_to/shared/furniture/*.oni
onisplit -extract:dae path_to/shared/furniture path_to/shared/furniture/M3GM*.oni

If the dae files doesn't get extracted, make sure you use the latest onisplit v0.9.94.0

Then place the png images and the html page into the furniture folder.

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#23 10/13/13 09:10

s10k
Member
Registered: 01/14/07
Website

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

Must to say that it is looking great paradox. Great work! wink

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#24 10/15/13 15:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

paradox will we be able to export the furniture to an BINACJBOfurniture file like currently available for powerups and weapons ?


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#25 10/16/13 13:10

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

Re: Mod Tool addon: OniTools v7.1.8 and OniToolsDeluxe v3

I'm glad it's of your flavor too, Script. If you ever want - or any other person - to modify it, you can do so, I don't mind.


@ Samer: I hope to accomplish that.

It's not possible to add a custom dae drag'n'drop importer because of Mod Tool's own importer. It steals the import events.
Instead of adding a sole new file, we will need to understand and then modify this one: C:\Softimage\Softimage_Mod_Tool_7.5\Application\DSScripts\Model.vbs

Also, furniture has many aspects to take care about so you will need to be patient. smile

level_furn.dae
single_furn.dae
OFGAfurn.xml
BINACJBOfurniture.xml (user-created ones, originals are junk)

That makes four ways just for the import.
It's important to cover all ways so the imported geometry will be always tagged as furniture and exported as one BINACJBOfurniture.xml.

Last edited by paradox-01 (10/16/13 13:10)

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