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I found this in oncc: TRSCkonoko_screens
I think it must be the screens of konoko,when she play some moves like punch_heavy.
but I change it to ninja's,it seems unuseful...it's the same as original~ so any one knows how to changge it?
and,I saw some informations in wiki,now I can give charaters an "over power",but them won't shine as konoko and muro,is there any way to make them shine when they'er in "over power"?
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The trails when you do the move is in the ONCC (its a link to some trail array thing), and the particle is a link to a particle array...
I did some hacking for different classes a while back, but I forgot
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TRSC (Screen (Aiming) Collection). It links to TRAS files which determines the aiming behavior.
(More information here: http://wiki.oni2.net/OBD:TRAS)
Mom is right. You will have to add some particles.
Thanks to Neo we can export ONCC into xml.
Get the last version here.
(example)
onisplit -extract:xml xml_dir level0_Final\ONCCbarabus.oni
onisplit -create oni_dir xml_dir\ONCCbarabus.xml
Konoko's particles.
<ONCPElement>
<ParticleName>daodan</ParticleName>
<ParticleClass>h2h_powerup_e01</ParticleClass>
<BodyPartIndex>-1</BodyPartIndex>
</ONCPElement>
<ONCPElement>
<ParticleName>daodan2</ParticleName>
<ParticleClass>h2h_powerup_e01a</ParticleClass>
<BodyPartIndex>-1</BodyPartIndex>
</ONCPElement>
<ONCPElement>
<ParticleName>super_glow</ParticleName>
<ParticleClass>superglow_e01</ParticleClass>
<BodyPartIndex>0</BodyPartIndex>
</ONCPElement>
<ONCPElement>
<ParticleName>super_l_hand</ParticleName>
<ParticleClass>super_e01</ParticleClass>
<BodyPartIndex>14</BodyPartIndex>
</ONCPElement>
<ONCPElement>
<ParticleName>super_r_hand</ParticleName>
<ParticleClass>super_e01</ParticleClass>
<BodyPartIndex>18</BodyPartIndex>
</ONCPElement>
Copy it into your ONCC, under the other ONCP elements. If you want Muro's particles then get them from his ONCC.
(daodan and daodan2 are most probably unimportant since you want the "chenille" only)
Change 0 to 1 ...
<HasDaodanPowers>1</HasDaodanPowers>
Here some examples:
- Elite (with daodan)
- Elite (with daodan and supershield)
- Fury (with grey suit, daodan and supershield)
Don't forget to recompile your levels.
Last edited by paradox-01 (05/23/08 13:05)
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Nice, I didn't know we could do that.
Check out the Anniversary Edition Seven at ae.oni2.net!
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paradox-01: I will give it a try after work.
iritscen: You need to follow Neo's talk page to stay on the bleeding edge! :-)
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I actually have a Watch flag on Neo's talk page, the problem is that most of it is over my head. It goes by at high speed and sounds like this: <swish>
Check out the Anniversary Edition Seven at ae.oni2.net!
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@ Edt: Do as you like. These files won't run away.
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ONCC's in XML!? *slaps self*
Yep, I'm awake. O_O
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YM: You can also view and edit TRAC and TRMA as .xml As long as the file type does not contain any raw info, you should be able to convert it to .xml. But in the future there may be more files that can be converted.
xml is much easier than hex editing!
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Yea, I though ti was dreaming or something...
EaW/FoC is all XMLs...which made it so easy to mess around with. Now I can do it in Oni as well
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Your_Mom: I saw that you said you are a Chinese somethere,and, you can speak Chinese now?My english is bad so I can't understand many things,if you don't mind,can you tell me how by Chinese?
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I donno how to type in Chinese
Nor am I very good with reading/writing it...
Last edited by Your_Mom (05/24/08 13:05)
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@ coool: in case you don't know how to enter onisplit commandos - have a look here: http://oni.bungie.org/community/forum/v … 6889#p6889
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Thank you! I really don't know that,when I want to use onisplit,I have to call my friend,he could tell me how.But he disappeared...I can't find him... now I can learn it myself!
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paradox-01:OK...I know it.Thank you again
and, you said the command can be like this:
onisplit -extract:xml xml_dir level0_Final\ONCCbarabus.oni
but I must write it like this:
onisplit -extract:xml F:\xml_dir F:\ONI\edition\GameDataFolder\level0_Final\ONCCbarabus.oni
or it won't work...
and another questions,
now we can export ONCC into xml,so if I want to give konoko the fourth punch like muro's,I can copy muro's and add it to TRACkonoko_animations.xml?shoud I add more things?(only add MURCOMpunch_p_p_p_p to .oni files it won't work)
and when I change some thing by hex in .oni files,I must change it by the same bit(like KONCOMpunch_p,I can only change it to MURCOMpunch_p,not one bit more or less),and while change it by xml file,could I change it to another which has not the same bit as original?
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but I must write it like this:
onisplit -extract:xml F:\xml_dir F:\ONI\edition\GameDataFolder\level0_Final\ONCCbarabus.oni
It depends form where you open the "cmd". If you have extended your registry and if you have a onisplit.exe in your GameDataFolder then you can open the cmd on your GameDataFolder.
Look here: (step 1) (step 2 - red marked)
===============================================
EDIT
TRAM export is not fully possible thus the import will not work. I forgot. Sorry!!
Example of an exported TRAM: TRAMCOMCOMlev13_death.xml
You see the file looks a bit empty compared to a ONCC.
and when I change some thing by hex in .oni files,I must change it by the same bit(like KONCOMpunch_p,I can only change it to MURCOMpunch_p,not one bit more or less),and while change it by xml file,could I change it to another which has not the same bit as original?
- OniSplit does that in a automatic way for TRAC. (*.xml) If you want hex editing TRAC manually - look here. But there is no need to since you can modify TRAC in xml format.
- But TRAM file requires manual modding. (*.oni)
For TRAM modding:
1) It's better not to insert new Bytes. But you can overwrite free "00".
2) If you change a link / link collection then it can happen that your link is longer or shorter than the old one. This will shift all links beneath the new link and you will need to fix their "offsets". ("Offsets" tells the file where it can find links and other data.)
However, I don't recommend hex-editing. Your research will look like this: http://www.paradox.oni2.net/mods/TRAM__ … _part1.htm
*cough*
Last edited by paradox-01 (05/26/08 06:05)
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You know how to change traiils color? SGG one time said me via hexediting. I would like to change konoko's one to green.
Thanks.
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onisplit cannot edit files with raw part yet. So a hex-editor would be our tool.
http://wiki.oni2.net/OBD:BINA/PAR3
There you can find "color" and "tint". But I had not enough luck to get it working.
I guess we are going to ask SSG again.
Last edited by paradox-01 (05/25/08 07:05)
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oh!I can !
yes I add the animations by xml file
it's the same as I said,add the animations
I add this to animations.xml:
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMMURCOMcomb_p</Animation>
</TRACAnimation>
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMMURCOMcomb_p_p</Animation>
</TRACAnimation>
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMMURCOMcomb_p_p_p</Animation>
</TRACAnimation>
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMMURCOMcomb_p_p_p_p</Animation>
</TRACAnimation>
now it's OK!
and konoko ues REDCOMrun_throwbk_k:
Last edited by coool (05/25/08 08:05)
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I thought you wanted
TRAMKONCOMcomb_p
TRAMKONCOMcomb_p_p
TRAMKONCOMcomb_p_p_p
TRAMMURCOMcomb_p_p_p_p
k then
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I thought you wanted
TRAMKONCOMcomb_p
TRAMKONCOMcomb_p_p
TRAMKONCOMcomb_p_p_p
TRAMMURCOMcomb_p_p_p_p
k then
why?
I use MURCOM,it's OK,she has a punch combo like Muro
if use KONCOMpunch,it seams not right?...
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coool: Now you will be able to add or replace virtually any move to Konoko or any other character.
Have fun.
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why?
.. because I misunderstood you
if use KONCOMpunch,it seams not right?...
You can exchange whole combos, you did, and that's ok. All I wanted to say is that mixing different ###COM in one combo would mean a bit more work.
Last edited by paradox-01 (05/25/08 09:05)
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TRAM export is not fully possible thus the import will not work. I forgot. Sorry!!
Example of an exported TRAM: TRAMCOMCOMlev13_death.xml
You see the file looks a bit empty compared to ONCC and TRAC files.
Last edited by paradox-01 (05/26/08 05:05)
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