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BTW, I tried out the bgr32 and it works great. Textures look awesome when they are 512x with no dithering . Although each texture is like a 1mb, but hey I can live with that .
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Sorry, that was with an edited shinatama texture. When I get out of work I will try a straight export then import without editing anything and post the size results.
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Also to add to that, whenever I was attempting to do an import, the bat would always register 4 animation files as duplicates before creating the dat and raw files. Do you also get this?
That may have something to do with it but I am not sure how to fix that issue since I don't do any edits to the anim files.
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Can you show me the contents of the bat file and what 4 files does it say are duplicates.
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Ok so I just tried a straight export and import for level 0. The dat size of the edited file is 89k less and the raw is 35k less than the original working version, how that is possible I have no idea .
Here is the bat file I am using to export:
@echo off
onisplit -export ..\..\level0_Final ..\..\GameDataFolder\level0_Final.dat
Here is the bat file I am using to import:
@echo off
onisplit -import ..\..\level0_Final ..\..\level0_Final.dat
I use these same bats to export and import level1 and it works just fine.
As for the duplicates they are, and they are always these:
TRACcomguy_animations.oni
TRACkonoko_animations.oni
TRACkonokolev1_animations.oni
TRACstriker_animations.oni
Whats interesting is that if you add up the size of the ignored .oni animation files that the bat skips it equals 54k, which is the exact difference of the dat and raw numbers above. So those missing animations may be the true problem. So the real question is, why are they being flagged as dupes?:/
Last edited by ViciousReilly (07/16/09 21:07)
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Aha, you aren't using the Edition. Its probably normal.
Iritscen:
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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ViciousReilly: Can you try -import:nosep
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Just tried -import:nosep, same problem, no change in the file sizes and the game still has the "Blam" crash.
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Well you could always install the edition and set up a mod package.
Iritscen:
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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I could do that yes, and I most likely will at somepoint in the near future. But it would be nice to be able to solve this puzzle as well.
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Well, for one, you don't seem to be exporting\importing to\from the same folder
Also, are you using the daodan? If you use large textures without it, you will probably crash.
Iritscen:
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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Yep, I am using daodan. As for the two folders, I am exporting from the default Gamedata folder. When I import I do so into a different folder because I want to cross reference the two sizes before I copy and paste over the originals.
So the steps are like this:
Export the original level0 file from Gamedata into the folder above.
Run the Import on that newly created level0 folder back into a dat and raw file
Put the newly created dat and raw files back into the Gamedata folder overwriting the originals.
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So after some more trouble shooting by trying the same process on level3 it seems that this crash does have something to do with the animation files.
I tried running the bat on level3 and it called out the "TRACbarabus_animations.oni" as a dupe and ignored it. When I went to load the level it ran perfectly until barabus was supposed to appear in the scene, and then it crashed.
I tried running a save point from that same game past the Barabus section and it worked again.
So I just need to figure out why the importer is skipping over these so called duplicates and I think that will fix the problem.
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Ahh. Hmm. I don't know. That's a bit funky, which is why i suggested AE. Which Onisplit are you using?
Iritscen:
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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Ok, I think I have figured out the problem, but its a pretty tangled mess I got myself into lol, and I am not sure what the fix would be other than a complete reinstall of the game and AE.
What I believe is happening is that since I am using the Onisplit that came with AE to import and export files from the default game, the folder structure that it's looking for is different. The AE version of the game has a seperate level0_Animations.dat file that has renamed the duplicate files I have been seeing.
I am not positive that this is the source of the problem, but it seems like the best bet.
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The folder structure of the AE is a bit different, but Onisplit doesn't care about that. What Onisplit does have is some interesting new code though. Let me link you to a different version...
Iritscen:
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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Thanks!
Ok, I have unzipped the folder, but where does it go? Just the Oni directory?
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It doesn't really care where it is, I have copies of it all over my hard drive
P.S.: Lol, speed posting.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Put it wherever you put the other onisplit.
Iritscen:
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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Yep, that did it . Everything works perfectly now, I can export level0 files edit them, import them and see them in the game. With no duplicate animation warnings or crashes! That's what I get for trying to use only bits and pieces of AE instead of how it was meant to be used hehe.
Thanks a bunch for helping me out guys. Now that I have the basic work flow down I can really jump in and start getting those levels retextured .
Last edited by ViciousReilly (07/17/09 00:07)
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That's great you got the issue resolved. Now get working on those new textures!
Last edited by EdT (07/17/09 00:07)
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