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#176 08/06/11 16:08

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

Re: OniSplit GUI

the version says 0.9.56 :\


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#177 08/06/11 16:08

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

Re: OniSplit GUI

damn! this officially begin to suck


Has someone have another guess we haven't tested yet?

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#178 04/07/12 08:04

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

Does someone have the 0.9.0 version?

0.9.1 is totally messed up in my system:
capturarnp.png

Also I may take some time to develop a gui, if demos_kratos stopped this one.

Last edited by s10k (04/07/12 08:04)

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#179 04/07/12 09:04

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

Re: OniSplit GUI

Link to the old version.

Improvised Fix for the new version:
I can't guarantee that this works for you but usually the problem can be solved by deleting entries in the registry. The steps are:
- Click on your windows / start icon. There's a search box. Type "regedit" and hit enter.
- Use search function of regedit.
- Search for "Demos_Kratos" and delete it when you found it.

Yes, Demos_Kratos stopped working on this GUI.
Script, in case you decide to develope a new GUI: would you extent the existing AU3 code or would you write it in another language from scratch?

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#180 04/07/12 10:04

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

Thanks that version works like a charm. Tried the registry thing work at first but it messed again just after.

I'm not sure yet how I will do it, but I'm inclined for a OO language like c++/java/c#.

Right now I'm thinking more in c# since I also want learn more about windows forms and edt is working in a mac version (plus it will take less time to me or other developer to take it than c++). A continuation to this AU3 is also not discarded but I would need to learn the script language and probably it's less flexible than c# for example.

Also my release will take a bit time since I'm really busy at university, so if anyone have more time right now you may do it, just notice it here at this topic.

Don't forget to post your requests for a new version so people can implement them later.

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#181 04/07/12 10:04

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

Re: OniSplit GUI

Java programs tend to have a blurry appearance on my system so I hope you to choose one of the other language you mentioned. ^_^
Edt is with you, cool, then you can support each other.

Don't forget to post your requests for a new version so people can implement them later.

Maybe make a poll and find out what modders want at most:
- help with character files (ONCC) ?
- animation managing (TRAM/TRAC) ?
- putting a level together (AKEV/ONLD/ONLV/object collections) ?
- subtitles (SUBT) ?
- animated images (TXMP) ?
- particle maker (BINA3RAP) ?
- etc.

Last edited by paradox-01 (04/07/12 11:04)

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#182 04/07/12 11:04

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

paradox-01 wrote:

Edt is with you, cool, then you can support each other.

Oh I mentioned a mac version but isn't the same program I was referring to the existing one:
http://wiki.oni2.net/AETools

Java would be useful if it was to work in both Windows/Mac, this isn't the case so it will not probably be chosen.

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#183 04/07/12 11:04

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

Re: OniSplit GUI

Script_10k wrote:

Java would be useful if it was to work in both Windows/Mac, this isn't the case so it will not probably be chosen.

Huh???  Java was designed to be cross-platform.


Check out the Anniversary Edition Seven at ae.oni2.net!

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#184 04/07/12 12:04

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

I didn't meant that. I meant that this application would be exclusively for Windows since Edt can do a better work with the AETools for mac.

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#185 04/07/12 13:04

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

Re: OniSplit GUI

Oh, I see, I totally mis-read that.  Yes, it's true that we already have a well-developed tool on our side, so you could just focus on Windows if you want.


Check out the Anniversary Edition Seven at ae.oni2.net!

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#186 07/06/12 14:07

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

Almost done with the university stuff, hope to begin with this soon. wink

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#187 07/06/12 15:07

Lukas Kreator
Member
Registered: 05/07/10

Re: OniSplit GUI

Script_10k wrote:

A continuation to this AU3 is also not discarded but I would need to learn the script language and probably it's less flexible than c# for example.

Not exactly. AU3 allows easy use of the Windows API, with standard functions to, for example, control 'program windows' ("forms") natively, or even manipulate the position of the mouse. 'Low-level' things like these are not possible/extremely difficult under C#, for it's NET nature. The NET framework is quite limited, actually, however makes some things much simpler to do.

Anyway, I don't think you'll need anything like this, so it probably doesn't matter to you.

Last edited by Lukas Kreator (07/06/12 15:07)

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#188 07/07/12 05:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: OniSplit GUI

Are not difficult to do in C#. You can directly access the windows API with C#, as that is what .NET is made for. AU3 is a scripting language, and is more "limited" than C#.


  Point cursorPos = Cursor.Position;
  cursorPos.X = control.PointToScreen(coordinate).X;
  Cursor.Position = cursorPos;

To set the mouse position. What exactly is limited about .NET?


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#189 07/07/12 18:07

Lukas Kreator
Member
Registered: 05/07/10

Re: OniSplit GUI

Ok, for the Cursor, you're right, I didn't know about that, good point.
But what I mean is you can access an 'abstraction' of it, but the more complex your program is (hooks, for example), the more you will have to use DllImports, 'c'-ish structs and other not-so-cool stuff.
Well, of course AU3 won't provide you everything too, but oh well, at least if you're using native gui (message loop), I believe it would be more straightforward that way...

Anyway, thanks for the enlightenment. C# is surely broader than I thought...

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#190 07/08/12 02:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: OniSplit GUI

If you want hooks and 'c'structs use C\C++...and if you're making a GUI there are tools released by microsoft to generate the code for the gui.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#191 07/08/12 13:07

Lukas Kreator
Member
Registered: 05/07/10

Re: OniSplit GUI

Well, yeah, that's what I mean: there might be things that are just possible in C# but more straightforward in AU3, and vice versa.
Just as there are things that are more straightforward to do in C/C++ than in C#.

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#192 07/10/12 12:07

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

What's the difference between ONI > XML and ONI > XML batch? (appears in onisplitgui ONI-XML tab)

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#193 07/10/12 13:07

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

Re: OniSplit GUI

With Batch a user can select a folder and then all files in it get converted.
In this case: "onisplit -extract:xml outputfolder inputfolder/*.oni"

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#194 07/10/12 13:07

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

Oh ok got it, so the ONI > XML/XML > ONI are for single conversions and ONI > XML batch/XML > ONI batch are for multiple files conversions.

Edit\
btw, I thinking in using a workspace where all converted files will be sent, this should be editable, can this be sort of a problem comparing with the method of always manually select the output folder?

Last edited by s10k (07/10/12 13:07)

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#195 07/10/12 14:07

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

Re: OniSplit GUI

I guess that will work just fine.

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#196 07/13/12 13:07

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

I have another doubt. In wiki it says the following for levels:

Levels

The next two steps are used on a folder in which you have placed the DAE and XML-formatted instances of the required files, as well as textures in TGA format.

-create <target directory> -genmipmaps -format:dxt1 <source directory/>*.xml Converts all AKEV and related instances to .oni files

-import:nosep <source directory> <target file name>.dat The standard command for creating .dat/.raw files from .oni files (remember to use the import:sep option on Mac!)

The commands -genmipmaps -format:dxt1 are mandatory for generate the .oni files right?

More a few changes and I should be able to post an alpha of the application. Btw I'm thinking in naming the application simply "Vago" (reference to Vago Biotech http://wiki.oni2.net/Vago_Biotech) what you think?

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#197 07/13/12 21:07

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

Re: OniSplit GUI

Those commands will affect the TXMP properties, so they should be included.  Though, I would suggest the format to be bgr32.

Also, if your GUI has a section for just TXMP, be sure to add the flag -large.   With the -large flag a 512x512 texture will be imported at that size and not scaled down to 256x256

There is also a new command for a level importer.  The command structure is -create:level <target directory> <source file>

For more info see Part 6 and 7 in this thread:
http://oni.bungie.org/community/forum/v … 764#p36764

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#198 07/13/12 21:07

Lukas Kreator
Member
Registered: 05/07/10

Re: OniSplit GUI

I think the name "Vago" is quite cool.

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#199 07/14/12 10:07

s10k
Member
Registered: 01/14/07
Website

Re: OniSplit GUI

EdT wrote:

Those commands will affect the TXMP properties, so they should be included.  Though, I would suggest the format to be bgr32.

Also, if your GUI has a section for just TXMP, be sure to add the flag -large.   With the -large flag a 512x512 texture will be imported at that size and not scaled down to 256x256

There is also a new command for a level importer.  The command structure is -create:level <target directory> <source file>

For more info see Part 6 and 7 in this thread:
http://oni.bungie.org/community/forum/v … 764#p36764

Yeah EdT I was thinking in add them as options in Textures Tab. But since they seem mandatory for levels, I was thinking in hiding them in levels tab. I have added the -large option, thanks for letting me know.

About the new command:
-create:level <target directory> <source file.xml>

with it you think it's still necessary to include the old ones:
-create <target directory> -genmipmaps -format:dxt1 <source directory/>*.xml
-import:nosep <source directory> <target file name>.dat

?

Or does the new one do all the stuff already needed?

I think the name "Vago" is quite cool.

That's how it will be then. smile

Last edited by s10k (07/14/12 10:07)

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#200 07/14/12 13:07

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

Re: OniSplit GUI

with it you think it's still necessary to include the old ones:
-create <target directory> -genmipmaps -format:dxt1 <source directory/>*.xml
-import:nosep <source directory> <target file name>.dat

Yes, it is still necessary.
The first command converts all the .xml files in a directory to .oni files.  So it is useful to batch process a folder of .xml files.
The second command creates the levelx_Final.dat files.

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