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#26 27/5/08 22:12

Barneyhater
Member
From: New York City, NY, USA
Registered: 13/4/08
Website

Re: My name is Motoko

Here I posted a video on youtube with her against Muro and Brutal Konoko.
I forgot to add in the description, that  their healths are 300 for Muro and Konoko and 500 for Motoko.
I'll change the description tomorrow I gtg sleep good night all!

http://www.youtube.com/watch?v=tLtU_b2MJcM

EDIT: Nvm I changed the description

Last edited by Barneyhater (27/5/08 22:19)


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#27 28/5/08 8:32

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

Re: My name is Motoko

Huh, it's cool to see Mai and Muro on the same side.  That was an entertaining fight.  (What hath EdT wrought?  She's a monster!)  You might want to see what you can do about video quality, but otherwise, nice job.


byproducts are fine, but where's the beef?

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#28 28/5/08 9:14

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: My name is Motoko

Isn't she too much tall?

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#29 28/5/08 9:33

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

Re: My name is Motoko

You know, Script10K, that's a good question.  I've always considered Konoko to be on the short side, and Motoko on the tall side, so I thought the height of the model was good.  But I'm doing a little research, and it looks like Motoko may be anywhere from 5'3" (1.6m) to 5'10.8" (1.8m).  That's based on model heights and scales, which are not consistent.  I can't find any official statement of the height of the character Motoko.  So now the question is, how tall is Konoko?


byproducts are fine, but where's the beef?

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#30 28/5/08 10:34

Barneyhater
Member
From: New York City, NY, USA
Registered: 13/4/08
Website

Re: My name is Motoko

yea I dont know what I can do about the quality =/ I just tried it on 15 frames per second now but its still sort of laggy. Should I try it anyways? And thanks =/


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#31 28/5/08 11:15

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: My name is Motoko

BH: What size are you recording at?  Normally, I set my display to 640x480, game resolution at 640x480 and record at fullscreen.

Regarding Motoko's size, if you export the ONCC as .xml you can change the body size:
<MinBodySizeFactor>1.07</MinBodySizeFactor>
<MaxBodySizeFactor>1.07</MaxBodySizeFactor>

Actually, if you look through the file, there are lots of options that you can change.

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#32 28/5/08 11:23

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

Re: My name is Motoko

What resolution are you running Oni at?  I think I use 640x480, but I capture with Snapz Pro at 50%, so it only has to record 320x240 pixels.  Even though it gets sized up by 50% when you upload it, it doesn't look bad (YT runs vids at 480x360, 75% of 640x480).  And I do record at 15fps.  Of course, this all depends on how new your Mac is.  For me, there's no real lag at those settings.  If it's a no-go, you can try 10fps.

Also, when saving the movie, try to compress at a high level of quality, using a good codec like MPEG-4 (H.264).  YouTube will re-compress it, so if it's not good-looking to begin with, it will only get worse when you upload.

Edit: Heh, took too long to post.  I was addressing Barneyhater with this post.

Last edited by Iritscen (28/5/08 11:24)


byproducts are fine, but where's the beef?

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#33 28/5/08 11:34

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

Re: My name is Motoko

With regards to Motoko's size, I definitely think she should be taller than Konoko.  Do we all agree on that?  The question is how much taller, I think.

If Konoko is (I'm just throwing this out there) 5'5" (sorry, non-Americans, I don't think in metric), and Motoko is 1.07 times as tall, that's 5'9.5".  When you watch GitS:SAC (which is really the source for her model's appearance, more than any other GitS property), she doesn't look shorter than the guys she works with, so being around 5'10" is probably reasonable.


byproducts are fine, but where's the beef?

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#34 28/5/08 12:56

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: My name is Motoko

Iritscen wrote:

With regards to Motoko's size, I definitely think she should be taller than Konoko.  Do we all agree on that?  The question is how much taller, I think.

If Konoko is (I'm just throwing this out there) 5'5" (sorry, non-Americans, I don't think in metric), and Motoko is 1.07 times as tall, that's 5'9.5".  When you watch GitS:SAC (which is really the source for her model's appearance, more than any other GitS property), she doesn't look shorter than the guys she works with, so being around 5'10" is probably reasonable.

I just think that she should have a lower size than Muro for example.

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#35 28/5/08 13:24

Barneyhater
Member
From: New York City, NY, USA
Registered: 13/4/08
Website

Re: My name is Motoko

I recorded my first one at 9 fps at 50% and 680x480
When I published it from iMovie, I chose "webstreaming." Perhaps I should choose normal or higher?


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#36 28/5/08 13:42

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

Re: My name is Motoko

Hmm, you published it from iMovie... I have to say, I don't get that part.  Don't take this the wrong way, but I think that's unnecessarily complicated.  Normally, when I save the movie from the Snapz Pro window, I just go to youtube.com, say Upload, and pick the movie file on my HD.  YT does the rest.  What YT does to the movie at that point is beyond your control; what Snapz Pro does, however, is up to you, because you get to choose the settings before you click Save.  You know what I mean, right?  I don't know what codec/quality level you picked, but I'm guessing you can go higher, and it will make a big difference in the quality of the final product.

Getting back to Motoko's height, I'm honestly not sure that Muro is very tall, you know, Script10K?  I mean, he doesn't look like he's even six feet.  So maybe Motoko should be around his height or a little lower.  So maybe we should lower that amplifier a bit.  I'll try some settings and see what looks right.  By the way, Ed, what do the min and max settings do, that you quoted in your post?  I mean, what if the min is actually lower than the max, and not the same value?  Does that do anything?


byproducts are fine, but where's the beef?

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#37 28/5/08 15:16

Barneyhater
Member
From: New York City, NY, USA
Registered: 13/4/08
Website

Re: My name is Motoko

I wanted to add some music before I published it and cut out the beginning and the end. Anyways I rerecorded should I post another one up?


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#38 29/5/08 8:24

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: My name is Motoko

what if the min is actually lower than the max, and not the same value?  Does that do anything?

Apparently, you can set the range of body size. For example in ONCCred the values are:
<MinBodySizeFactor>0.95</MinBodySizeFactor>
<MaxBodySizeFactor>1.05</MaxBodySizeFactor>

So for Motoko, we can make her smaller.

For more info on ONCC: http://wiki.oni2.net/ONCC

BarneyHater: Go ahead and post your video.  The more videos you make, the better they will become.

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#39 29/5/08 8:35

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

Re: My name is Motoko

EdT wrote:

Apparently, you can set the range of body size.

So, does that mean that enemies of that class are randomly generated with a size between the min and the max?


byproducts are fine, but where's the beef?

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#40 29/5/08 9:03

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: My name is Motoko

enemies of that class are randomly generated with a size between the min and the max?

Good question... I don't know

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#41 29/5/08 11:15

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

Re: My name is Motoko

They certainly seem to be the same size all the time... to me, anyway.


byproducts are fine, but where's the beef?

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#42 30/5/08 6:20

Soul
Member
Registered: 14/1/07

Re: My name is Motoko

hmm,maybe that would explain why in my AE some strikers spawn as mini-strikers. It seems random, when i load a savepoint, some strikers are normal sized,some are mini... I wondered already. In the airport level, savepoint 2 this can be seen best. The very first striker always has a different size


I thought what I'd do was, I'd pretend I was one of those deaf-mutes.
or should I?
You know what I'd like to be?
I mean if I had my goddamn choice, I'd just be the catcher in the rye and all.

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#43 30/5/08 18:06

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: My name is Motoko

That is caused by having an old version of AE.


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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#44 31/5/08 5:43

Soul
Member
Registered: 14/1/07

Re: My name is Motoko

O.o i thought i had the last one...could you point me to the newest one then?


I thought what I'd do was, I'd pretend I was one of those deaf-mutes.
or should I?
You know what I'd like to be?
I mean if I had my goddamn choice, I'd just be the catcher in the rye and all.

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#45 31/5/08 14:51

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: My name is Motoko


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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#46 1/6/08 11:26

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: My name is Motoko

Interested in a yellow chenille for motoko?

Here you go for downloading.
(On a side note: the file name is limited to 27 characters, suffix not counted. So if you make plugins, don't repeat my mistake.)

If you want to change the color by yourself then open OUP, click on raw edior, use the search mode ("Filter by filename").
Search for "motokosuper_p0" and/or "motokosuperglow_p01" and click onto the checkbox.

The particle color is stored at offset 0x17C.

3090DDFF is ARGB (Alpha, Red, Green, Blue) in reversed form: BGRA.

                  reversed for Oni            actually RGB color code
                  BBGGRRAA                (AA)RRGGBB
yellow            36FFFFFF                    FFFF36
green             00FF00FF                    00FF00
blue              FF0000FF                    0000FF
orange            0090FFFF                    FF9000
red-orange        0030FFFF                    FF3000
lite white        303030FF                    303030
brighter white    999999FF                    999999

some examples

chenille particle map
motokosuperglow_p01    body glow
motokosuper_e01          hand glow: outer glow (thank you coool for correction)
motokosuper_p01          hand glow: "satellite" particles (form depends on used lensflare)
motokosuper_p03          hand glow: inner glow

Last edited by paradox-01 (5/6/08 11:26)

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#47 1/6/08 12:51

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: My name is Motoko

paradox_01: Cool discovery!  Thanks for figuring out the how the color is coded.

For those without OUP, you can also make the changes using a hexeditor. The particle color is at offset 0x23C

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#48 1/6/08 15:55

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: My name is Motoko

Ahm ...
> "For those without OUP"
Maybe it is the story about mac and mac Intel? I'm quite lost in mac questions...
Isn't there a way for mac user to run OUP nonetheless??

Last edited by paradox-01 (1/6/08 16:10)

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#49 2/6/08 12:15

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: My name is Motoko

How can I change the color for konoko and muro?

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#50 2/6/08 14:32

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: My name is Motoko

The files you are looking for:

Muro:
murosuperglow_p01
murosuper_e01
murosuper_p01
murosuper_p03

Konoko:
superglow_p01
super_e01
super_p01
super_p03


Address ("offset") for changes in OUP:
0x17C

Address for changes in a normal hex-editor:
0x23C (btw, thanks Edt)


How to understand an offset:

The offset should be displayed left or right towards the "hex" rows.

Hex(decimal) means that there are 16 values (0 up to 9 plus ABCDEF).

Ignore additional zeros between "x" and the actual address (if you see them).
"0x00017C" means the same as "0x17C" here.


The address' last value is the horizontal position.

            0   1    2   3    4   5   6   7    8   9   A   B    C   D    E   F
0x17B ..
0x17C  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??  ??
0x17D  ..

Now you know the color's start position.

Last edited by paradox-01 (5/6/08 11:23)

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