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#1 09/20/09 07:09

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

New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Adds a new character, Shinatama Evolved. Shinatama got rebuilt into a mean, lean, fighting machine!

The idea is that Shinatama got rebuilt/resurrected into a more combat-ready body, maybe as a way for Griffin to redeem himself when Konoko spared his life in the bunker, or perhaps Konoko managed to bring back Shinatama by other means.

Shinatama Evolved is a new custom character with:

6 Variants (outfits):
Bionic
Cyborg
Cyborg Blackops
Cyborg Gold
Bot
Bot 2.

Custom Move Set:
She takes after Konoko because of their neural link, but she's more agile using some of Ninja's moves.
She can VDG-Stun opponents with her forward punch.
She uses a previously unused animation for her heavy\super kick .

Custom Sounds:
Custom taunts and hurt sounds utilizing Shinatama's in-game sounds.

Special Self Destruct:
If she dies she takes them down with her as she self destructs in a special explosion.

Custom Talking Portrait
Originally made by ViciousReilly for Shinatama, but it fit great for Shinatama Evolved so it's included and renamed to SHEVOtalking. Can be used for cut-scenes.


You can also see Shinatama Evolved in action in this YouTube video by John Thunder: https://www.youtube.com/watch?v=bESI-I_ByQw


X9B9Rwa.png
NemJaBt.png
3IpNwlW.png
MDg1Jrz.png


Version 3.0 Change log: 26/03/2022
-Added Cyborg, Cyborg Blackops, and Cyborg Gold variants.
-Added Bot 2 variant based on the character Amaya from Oni 2.
-Her forward punch move now Shoots VDG Stun particles.
-The face textures now use SeverED's version 3 as basis.
-Texture updates on the bot outfit.
-Included a custom flying portrait originally made by ViciousReilly for Shinatama.

Technical changes:
-Her previously called bot 2 outfit was renamed to Bionic SH_bionic. SH_bot2 is now used for the new robotic model.
-Polygon reduction and addition of lower lods for her Bionic outfit.
-Her ONCV and package were named to Evolved since "Bot" is now used for 2 variants out of 6.
-The ONCV is now included and patched to the ONVL.
-Glass particle references removed from TRAMS and ONCC.

================

Version 2.0 Change log: 29/01/2012
- added a new humane outfit based on DarkLitria's sketch
- updated the textures of the old outfit : used Bozzman's droid texture and Severed's face textures and added reflectivity
- changed the move set, removed some overpowered moves and smoothed out the transitions

Additional Credits:
-Edt: made the self destruct particle, the left and right cartwheel animations. Imported the model which is used by the Bot 2 outfit.
-Geyser: Extracted the model used by the Bot 2 outfit. Original model is for the character Amaya from Oni 2 (Angel Studios).
-DarkLitria: Drew the Sketch on which the Bionic outfit is based on.
-Bozzman: His Training droid textures were used to update her Bot outfit.
-SeverED: His Shinatama Face Textures were used as basis.
-ViciousReilly: His talking Shinatama flying portrait is included.
-Leucha: Parts from his Konoko HD model were modified and used.



Mod link here : http://mods.oni2.net/node/197
Download through the AEinstaller pack 23100

Last edited by Samer (07/01/22 11:07)


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#2 09/20/09 09:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

An easy solution would be to shorten the legs of the ShinBot, if you will be using Konoko's moves.

Otherwise, you will have to make custom TRAMs and adjust the Heights of the animation.

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#3 09/20/09 09:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Actually, she might look better with shortened limbs anyway.  Depends on what you're going for.

P.S.: That's Shinatama.


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

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#4 09/20/09 13:09

dream996
Member
Registered: 03/15/09

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Nice =]  and i love the ideas


How do u make the vote (off topic question)


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#5 09/20/09 13:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

thanks ^_^ as for ur question u have been here longer than me u should know tongue  hint : u should be starting a new topic

Last edited by Samer (09/20/09 14:09)


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#6 09/20/09 14:09

Chamyky
Member
From: France
Registered: 02/11/09
Website

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Looks nice.

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#7 09/20/09 14:09

3llense'g
Member
From: Europe, Hungary, Budapest
Registered: 07/05/09

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Iritscen wrote:

P.S.: That's Shinatama.

I approve of this messsage. wink


You can call me 3llen. It's shorter and simpler. wink

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#8 09/20/09 15:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

EdT wrote:

An easy solution would be to shorten the legs of the ShinBot, if you will be using Konoko's moves.


for some reason that has been very unsuccessful I have made about 9 TRBS trying to modify the legs' height but once i run them in the game it seems the more i shortened the leg the more it sunk to the floor .. as if the foot's position remained constant and the whole body came down with it instead of it going up ... I've tried different things like moving the foot into the calf more .. moving all the pelvis etc ...

so I guess I'll have to modify the TRAMS

dream dear ... if u have unrelated questions start a new thread ... this thread is for discussing this character and only that smile

Last edited by Samer (09/21/09 07:09)


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#9 09/20/09 19:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Sorry, I had forgotten that when it comes to TRBS, after you scale a body part, you have to set the scaled body part to 1. 

For example, the original calf scale is:
x=1
y=1
z=1

But when you shorten the calf, now it becomes:
x=0.85
y=1
z=1

After, you have shortened the calf, click on the Transform Tab on the right side, then select the option Freeze Scaling.
Now you will notice the calf has the scale of:
x=1
y=1
z=1

Move the foot into the correct postion.

Hopefully, that will fix your problem.

Last edited by EdT (09/20/09 21:09)

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#10 09/20/09 21:09

Shade
Member
From: OH, USA
Registered: 06/08/08

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Really nice work there keep up the good work! Are you planning on making a Muro one yet?

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#11 09/20/09 21:09

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Muro's head would probably go on a Tanker body.


If we don't change the direction we're going, we'll likely end up where we're headed.

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#12 09/20/09 21:09

Shade
Member
From: OH, USA
Registered: 06/08/08

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Leus wrote:

Muro's head would probably go on a Tanker body.

lol yeah XD

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#13 09/21/09 07:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Shade wrote:

Really nice work there keep up the good work! Are you planning on making a Muro one yet?


a Muro bot tongue ? no not really but I'm going to make a TCTF officer out of him big_smile and a TCTF Barabas ... the thought is scary isn't it tongue


the shinitama bot is advancing really slowly ... I'm going to try EdT's idea now ... the feet have been the main problem ... (i was reaching my 30th attempt tongue)

but here are some things i plan to do with her :

*extract some shinatama sounds from cutscenes to give her unique hurt sounds and taunts
* make her self destruct when she dies like the mad bomber
*custom move sets with different combos like P-P-P the 4th P does a million punch (not sure about the name the fury's special) also I'm going to make her a quick kicker

thanks for the support big_smile


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#14 09/21/09 11:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

EdT wrote:

After, you have shortened the calf, click on the Transform Tab on the right side, then select the option Freeze Scaling.

Move the foot into the correct postion.

Hopefully, that will fix your problem.


It did fix it big_smile  before, when i scaled them down and exported into the game it was as if I didn't scale anything they seemed to stay the same size ... but now it works ... finally ! i also shortened the limbs ... we should add this to ur  XSI tutorial thread


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#15 09/21/09 14:09

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

looks great, although i'd suggest enlarging the head just a tad


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#16 09/21/09 14:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

yeah u're right smile I took these screenshots before i new the scaling trick Edt gave me ... i was scaling but it wasn't appearing in the game ... now i decreased the limbs size so the head looks proportional to them ^_^ now i'm trying to do the sounds


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#17 09/21/09 14:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

I need some help now :S I extracted sounds SNDD related to shinitama let's say her scream I want to make that her death sound or her heavy hurt sound ... the wiki says
in the ONCC konoko_hurt_medium      hurt medium sound
(reference to 08123-konoko_hurt_medium.imp.OSBD of level 0)

the sounds of shinitama are SNDD is there any way i can use them ?


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#18 09/21/09 15:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

What you need to do is extract as XML the file related to the death sound.  For example:
<DeathSound>konoko_death</DeathSound>

Look in level0_Sounds for OSBDkonoko_death.  There will be 2 files.  OSBDkonoko_death.imp and  OSBDkonoko_death.grp. Extract both of these as xml.  Since you want to have different sounds, rename both to maybe OSBDShinBot_death.

In the file OSBDShinBot_death.imp change the link from <Group>konoko_death</Group> to <Group>ShinBot_death</Group>
In the file OSBDShinBot_death.grp are the various death sounds.

         <Permutation>
                <Weight>10</Weight>
                <Volume>
                    <Min>1</Min>
                    <Max>1</Max>
                </Volume>
                <Pitch>
                    <Min>1</Min>
                    <Max>1</Max>
                </Pitch>
                <Sound>kon2_dth02.aif</Sound>
            </Permutation>

Where it says sound link it to the file of Shinatama's scream. I assume, since you only have the one sound you can delete the other ones.

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#19 09/21/09 15:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

I've said it before best tutor ever smile !

if u're not bored by my questions yet i have yet another one ... what determines the taunt sound ?
I found a taunt chance in the oncc but not a link to a taunt sound ...


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#20 09/21/09 16:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

Well, I looked in the ONCC found this:

<Sounds>
            <String>c17_99_28konoko</String>
            <String />
            <String />
            <String />
            <String />
            <String />
            <String>c18_79_14konoko</String>
            <String>c18_79_15konoko</String>
            <String />
            <String />
        </Sounds>

The wiki http://wiki.oni2.net/OBD:ONCC says the first one is the Taunt sound. "taunt" sound (reference to 08108-c17_99_28konoko.amb.OSBD of level 0)

Look in the level0_Sounds folder for OSBDc17_99_28konoko. There are 2, extract the files as xml.

So basically, that's how I've been answering your questions, extract the file in question as xml, then look it up in the wiki :-)

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#21 09/22/09 13:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

The Shinatama bot is ready for action ^_^ !!! please download from the first post and read it big_smile hope u like it ! smile


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#22 09/22/09 14:09

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

testing right now, btw who the heck is Samer?

EDIT: Great work ya know! Yer the best example of how can a beginner modder go this far in a short period of time.

Last edited by demos_kratos (09/22/09 14:09)


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Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#23 09/22/09 14:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

cool, I'll try it after work.

BTW, did you include an exploding death particle?

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#24 09/22/09 14:09

dream996
Member
Registered: 03/15/09

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

great cool =] what are you planning to do next ???


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#25 09/22/09 14:09

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

Re: New Character : Shinatama Evolved Version 3.0 Updated on 26/03/2022

yes EdT i did big_smile BOOM

thanks demos !! yay ! 
Samer is my real name btw tongue I'm trying to change it on the forum too but I have no idea how big_smile

dream next I'm going to be swamped with homework sad university is about to start

but here are some projects in mind :
*A TCTF muro and Barabas ...
*An Imago stage Konoko  and Griffin (when i get better using XSI)


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