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is this normal?
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He needs to add LODs to the model.
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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is this normal?
Sure, it's the sleeveless model of force field, useful for those hot summer months.
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Cool, is someone working on a new HD forcefield O_o
"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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No no silly, the image that was linked. That forceshield (barring the sleevelessness, I know that's a bug) But it looks a lot less boxy. Now I don't know if that's on purpose, or if that's just a sideeffect of the HD model
"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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mm i tried the force filed with HD konoko it causes a buffer overflow , it appears and disappears but as Leucha said in his first post adding LODS is on his to do list.
Leucha .. how do u make a second LOD ? maybe i could be of help
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First of all you will need version 0.9.52 of OniSplit: http://mods.oni2.net/node/38
Try extracting a TRBS like TRBSkonoko_body_high.oni as xml.
You will get an xml file and several .daes of TRBSkonoko_body_high. The LOD (Level of Detail) will be lowest from 1 and highest at 5.
The xml will look like this:
<Oni Version="0.9.52.0">
<Instance id="0" type="TRBS">
<Elements>
<Link>TRBSkonoko_body_high_TRCM1.dae</Link>
<Link>TRBSkonoko_body_high_TRCM2.dae</Link>
<Link>TRBSkonoko_body_high_TRCM3.dae</Link>
<Link>TRBSkonoko_body_high_TRCM4.dae</Link>
<Link>TRBSkonoko_body_high_TRCM5.dae</Link>
</Elements>
</Instance>
</Oni>
As mentioned, the sorting buffer overflow comes from too many polygons in the TRBS. Usually, Oni will use a lower LOD for motion blur and force shields. But since the Konoko HD does not have a lower one, it causes the overflow.
To make a lower LOD, you have to reduce the number of polygons of each body part.
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Just use old Konoko as LOD3, old LOD3 as LOD2 and old LOD 1 as LOD1.
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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mm but i think Leucha completely changed the TRBS ( different head shape, more polygons less rough edges) ... so ur idea Gumby might not work the textures that are used on the HD konoko will look wrong on the dae of the old konoko if it's used as LOD. (i think)
and thanks EdT yeah that doesn't sound too hard i might give it a go when i have some time
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I made as Gumby said. But it seems the HD mesh is used for the lower LODs I'll try to find some time to check all of these bugs, it doesn't have been designed like that. I might have miswriten the xaml.
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I've heard of UVs issues too (visible with blue stuff in her hair). Can someone tell me on wich outfits, and wich version, PC or MAC ?
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I get the blue streaks in the hair with every other Konoko model but not on the TCTF and cop outfits (I have a Mac)
Also, Konoko's sunglasses are white...
Two screenshots as attachments
"Sorry about the mess"
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It looks like you're using the models without the HD textures.
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Her glasses are white because the texture that's supposed to be there is on the back of her head
"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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It's clearly not the texture for the HD head. Maybe the MAC pack use the wrong texture. I've to check something, I don't remember if there are more than one face texture for konoko.
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I don't know if this is Intel beta's issue but here's what I got - http://cl.ly/4Kz1
Here are some strange lines from the log.
02.02.11 13:28:29 [0x0-0x3f93f9].com.godgames.oni[42846] Pixel Format colorbits(32) depthbits(32) stencilbits(0)
02.02.11 13:28:29 [0x0-0x3f93f9].com.godgames.oni[42846] quality_setting = 2
02.02.11 13:28:29 [0x0-0x3f93f9].com.godgames.oni[42846] available_texture_memory = 8388608
02.02.11 13:30:11 [0x0-0x3f93f9].com.godgames.oni[42846] gl_platform_dispose
Last edited by demos_kratos (02/02/11 05:02)
Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
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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yeah, install the PC versions instead because the channels are corrected on those.
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Can you people please list me any bugs you found ? I have some time to tweak Konoko HD.
Edit : Thus, if tomorrow I want to make another HD outfit, wich one would you like ?
Last edited by Leucha (04/27/11 12:04)
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The costume in TCTF HQ and dream lab would be great to have in HD
"Sorry about the mess"
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I once went through Oni and assembled this list of outfits:
Chapter Setting Outfit
0 TCTF Training TCTF battle armor
1 Warehouse TCTF battle armor
2 Musashi TCTF police uniform
3 Vago Biotech TCTF battle armor
4 Airport TCTF battle armor
5 Cargo Hangars TCTF battle armor
6 TCTF HQ Tan jacket, cargo pants [midriff variant]
7 ACC Exterior TCTF battle armor
8 ACC Interior TCTF battle armor
9 Regional State Black jacket, cargo pants
10 Rooftops Black jacket, cargo pants
11 Hasegawa's Lab Tan jacket, cargo pants
12 Science Prison Tan jacket, cargo pants [midriff variant]
13 TCTF HQ Black jacket, black pants
14 Mntn Compound Black jacket, blue jeans
As you can see, the most common outfit is the TCTF armor that you already improved. The tan (?) jacket with cargo pants is the next-most-common outfit, occurring in three levels, followed by the black jacket with cargo pants (two levels), followed by the one-time outfits of the blue police uniform, the black jacket with black pants, and the black jacket with blue jeans. So perhaps you would want to go in order of frequency of outfit.
Edit: Oops. The Ch. 6 and 12 outfits show skin at Konoko's wrists and waist, and the model is different.
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i think the cop outfit already looks great with Severed's package.
so the other outfits .. the one in the final level with the blue jeans could look much better i think.
if u meant other characters as well ... i'd love to see an HD Muro.
regarding bugs of the current Konoko HD : buffer overflow problems, this is due to too many polygons i guess. this causes the sleeveless shield bug and for me it sometimes causes hit impact bugs, when u hit a character no hit impact appears ( the green to red hit impacts) i don't have the textures problem others mentioned.
so i guess the solution to all the problems would be to lower the polygon count of the head in particular.
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11 Hasegawa's Lab Tan jacket, cargo pants
Nope, Lvl 11 = Black Ops uniform, cargo pants and army boots. That means that the Tan Jacket was in 2 levels.
so i guess the solution to all the problems would be to lower the polygon count of the head in particular.
NO WAI
Also the sleeveless forcefield bug causes disappearance of contrails and flames. Lack of flames, standard impacts, contrails are annoying but if that's the price then I'll pay it.
Circus Afro, Circus Afro, Polka Dot, Polka Dot!
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