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Paradox what files do you need to troubleshoot adding trigger volumes ? I can't save scene files would anything else be good ? ( I have tried all the suggestions for saving secene before. All end with error failed to save scene before system failure)
The problems I'm facing with tvs :
It shows tvs exported from the game correctly. But when I add my own tvs:
* if I save as xml and then load that same xml in xsi the tv doesnt appear and in xsi it shows wrong position in the right panel where the decimal point is removed. 318.98 becomes 31898.
So I was using a work around I save each new tv I add separately as xml then manually copy paste the xml to one file when I'm done.. this is because if I saved them into one xml I can't reload it and continue my work.
In the previous version where we could resize the tv by dragging the polys... I was able to add the tvs I want by the method I mentioned above. However as of the new version which supports the resizing ... I cant do that either... I add a tv and poisition it and add a simple function like give hypo or show dmsg. In game nothing happens when I enter that area . (Tried it several times) I have no way of knowing if the tv is getting wrong size or wrong position in game since windows doesnt suppport visualizing tvs in game ... and if I reload the xml into xsi the position will get messed up anyway.
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Please dl this file and drag and drop it in Mod Tool.
http://www.file-upload.net/download-850 … e.exp.html
Then use this code:
txt_location = CreateObject("WScript.Shell").SpecialFolders("Desktop") & "\test.txt"
Set fso = CreateObject ("Scripting.FileSystemObject")
Set wText = fso.CreateTextFile (txt_location, 1)
SelectObj "TRGV_mesh1"
x = GetValue(selection(0) & ".kine.global.posx")
logmessage x
logmessage replace(x, ",", ".")
wText.WriteLine x
wText.WriteLine replace(x, ",", ".")
wText.Close
Post here the script editor's log messages and the test.txt's content from your desktop.
After that use OniTools/TRGV to save the xml and show it here as well.
Last edited by paradox-01 (01/12/14 14:01)
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Talked with Neo, he will work on a method of adding corpses to a level through xml. Hopefully, by next weekend.
Also, OniSplit is updated to version 0.9.95 to fix bugs converting OBJ and DAE, it is up on the depot. After Iritiscen tests, it will be added to AEI.
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Sweet.
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paradox I can't save nor open exp\scene files ... it starts opening then freezes says can't open cone.exp then crashes with failed to save scene before system failure error.
I tried to put it in C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database or C:\Softimage\Softimage_Mod_Tool_7.5\Data\XSI_SAMPLES first with same result. anything else I can do ?
but here's something peculiar maybe you can test it on your end.
Using mod tool v5 that had the resize tvs by polygon translating ... I add a tv somewhere without resizing, notice the position of the tv in the right transform panel in xsi and export the xml ...
in xsi :
in xml <Position>-484.760288045524 0.869852353493574 -722.565392474027</Position>
This one works for me in game, but not re-loading that saved xml.
Using mod tool latest version add the tv to the same location (visually not by entering coordinates) also without resizing... the positions in the panel are the same as those i get in xml when exporting:
in xml
<Position>-462.423412816762 20.7264372079459 -705.033054055253</Position>
But notice the big difference in y between the tvs with the different mod tool versions. this one doesn't appear in game where it's supposed to
I don't know if this can be useful ..but this is the current level's dae (without textures) and the xml of the all the TVs in it https://www.dropbox.com/s/k0wcwn5bjcxypkw/tvs.zip ... these were made by the older version of mod tool some were resized by the polygon moving ... works fine in game though can't load it to xsi with neither mod tools versions, get the disappearing decimal point and even if I reset the decimal point manually in xsi the tv is no where to be seen. maybe you can see if they appear correctly on the dae in xsi.
and maybe this is relevant, I have never updated XSI 7.5, it says there are updates when I open it but the times I tried to update my connection always times out so I'm still using the original XSI with no updates.
Last edited by Samer (01/12/14 21:01)
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There aren't really updates for Mod Tool.
Just this XNAGameStudio addon which I also often failed to download.
https://dl.dropboxusercontent.com/u/139 … o.xsiaddon
Your xml file was normal and resaving it didn't got me further. Time for a new experiment.
Please dl this file .xsi file and drag and drop it into Mod Tool. This one is not a scene file.
https://dl.dropboxusercontent.com/u/139 … v_test.xsi
If it works run the following code and show me the script log messages, the BINACJBOTrigger Volume, and the test file from your desktop.
load_TRGV_menu
txt_location = CreateObject("WScript.Shell").SpecialFolders("Desktop") & "\test.txt"
Set fso = CreateObject ("Scripting.FileSystemObject")
Set wText = fso.CreateTextFile (txt_location, 1)
SelectObj "TRGV_mesh1"
x = GetValue(selection(0) & ".kine.global.posx")
logmessage x
logmessage replace(x, ",", ".")
wText.WriteLine x
wText.WriteLine replace(x, ",", ".")
wText.Close
save_xml("TRGV")
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I hope I did this correctly, not familiar with xsi scripting.
using mod tool v5
' INFO : File exists.
' INFO : no version difference of OniXSI_addon.xml and OniXSI_home.xml
create_WeaponList
' INFO : Updated addon found: XNA.xsitemplate
' INFO : sub ImportDotXSIProc( in_Filename, in_Parent )
' INFO : in_Filename: D:\Temp\tv_test.xsi
' INFO : in_Parent:
' INFO : 0 mSec - cumulative: 0 mSec
' INFO : Reading file
' INFO : Parser recognizes a dotXSI file
' INFO : 23 mSec - cumulative: 35 mSec
' INFO : Converting scene info
' INFO : 3 mSec - cumulative: 39 mSec
' INFO : Converting environment
' INFO : 3 mSec - cumulative: 44 mSec
' INFO : Converting environment animation
' INFO : 0 mSec - cumulative: 46 mSec
' INFO : Converting image clips
' INFO : 280 mSec - cumulative: 328 mSec
' INFO : Converting image clip animation
' INFO : 0 mSec - cumulative: 330 mSec
' INFO : Converting materials
' INFO : 59 mSec - cumulative: 390 mSec
' INFO : Converting material animation
' INFO : 2 mSec - cumulative: 394 mSec
' INFO : Converting hierarchies and primitives
' INFO : 29 mSec - cumulative: 424 mSec
' INFO : Resolving instances
' INFO : 0 mSec - cumulative: 426 mSec
' INFO : Converting hierarchy node data and animation
' INFO : 54 mSec - cumulative: 482 mSec
' INFO : Connecting Operators
' INFO : 1 mSec - cumulative: 485 mSec
' INFO : Applying hierarchy properties
' INFO : 4 mSec - cumulative: 491 mSec
' INFO : Post processing
' INFO : 2 mSec - cumulative: 494 mSec
' INFO : Optimize and Cleanup
' INFO : 1 mSec - cumulative: 496 mSec
' INFO : Import completed
CopyPaste , "D:\Temp\tv_test.xsi", "Scene", 2
' INFO : add_TRGV_Execute called
load_TRGV_menu
SelectObj "TRGV_mesh1"
' INFO : -20.7850494384766
' INFO : -20.7850494384766
' INFO : TRGV selected
' INFO : update_TRGV_PPG_Execute called
' INFO : halllllllllllllooooooooo
' INFO : C:\Users\user\Desktop
' INFO : C:\Users\user\Desktop\BINACJBOTrigger Volume.xml
save_xml "TRGV"
test file:
-20.7850494384766
-20.7850494384766
BINACJBO file:
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Objects>
<TRGV>
<Header>
<Flags></Flags>
<Position>-20.7850494384766 0 0</Position>
<Rotation>0 0 0</Rotation>
</Header>
<OSD>
<Name>tv_1</Name>
<Scripts>
<Entry></Entry>
<Inside></Inside>
<Exit></Exit>
</Scripts>
<Teams>0</Teams>
<Size>40 40 40</Size>
<TriggerVolumeId>1</TriggerVolumeId>
<ParentId>0</ParentId>
<Notes></Notes>
<Flags></Flags>
</OSD>
</TRGV>
</Objects>
</Oni>
Using mod tool 7.1.5
SetDisplayMode "Camera", "texturedecal"
' INFO : File exists.
' INFO : no version difference of OniXSI_addon.xml and OniXSI_home.xml
create_WeaponList
' INFO : Updated addon found: XNA.xsitemplate
' INFO : sub ImportDotXSIProc( in_Filename, in_Parent )
' INFO : in_Filename: D:\Temp\tv_test.xsi
' INFO : in_Parent:
' INFO : 0 mSec - cumulative: 0 mSec
' INFO : Reading file
' INFO : Parser recognizes a dotXSI file
' INFO : 43 mSec - cumulative: 55 mSec
' INFO : Converting scene info
' INFO : 3 mSec - cumulative: 59 mSec
' INFO : Converting environment
' INFO : 3 mSec - cumulative: 64 mSec
' INFO : Converting environment animation
' INFO : 1 mSec - cumulative: 67 mSec
' INFO : Converting image clips
' INFO : 146 mSec - cumulative: 214 mSec
' INFO : Converting image clip animation
' INFO : 0 mSec - cumulative: 216 mSec
' INFO : Converting materials
' INFO : 59 mSec - cumulative: 277 mSec
' INFO : Converting material animation
' INFO : 1 mSec - cumulative: 280 mSec
' INFO : Converting hierarchies and primitives
' INFO : 29 mSec - cumulative: 311 mSec
' INFO : Resolving instances
' INFO : 0 mSec - cumulative: 313 mSec
' INFO : Converting hierarchy node data and animation
' INFO : 53 mSec - cumulative: 368 mSec
' INFO : Connecting Operators
' INFO : 0 mSec - cumulative: 370 mSec
' INFO : Applying hierarchy properties
' INFO : 3 mSec - cumulative: 375 mSec
' INFO : Post processing
' INFO : 1 mSec - cumulative: 378 mSec
' INFO : Optimize and Cleanup
' INFO : 1 mSec - cumulative: 381 mSec
' INFO : Import completed
CopyPaste , "D:\Temp\tv_test.xsi", "Scene", 2
' INFO : add_TRGV_Execute called
load_TRGV_menu
SelectObj "TRGV_mesh1"
' INFO : -20.7850494384766
' INFO : -20.7850494384766
' INFO : TRGV selected
' INFO : update_TRGV_PPG_Execute called
' INFO : call update_TRGV_PPG
' INFO : object/null selected
' INFO : C:\Users\user\Desktop
' INFO : C:\Users\user\Desktop\BINACJBOTrigger Volume.xml
save_xml "TRGV"
' INFO : object/null selected
test file:
-20.7850494384766
-20.7850494384766
BINACJBO file:
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Objects>
<TRGV>
<Header>
<Flags></Flags>
<Position>-20.7850494384766 0 0</Position>
<Rotation>0 0 0</Rotation>
</Header>
<OSD>
<Name>tv_1</Name>
<Scripts>
<Entry></Entry>
<Inside></Inside>
<Exit></Exit>
</Scripts>
<Teams>0</Teams>
<Size>40 40 40</Size>
<TriggerVolumeId>1</TriggerVolumeId>
<ParentId>0</ParentId>
<Notes></Notes>
<Flags></Flags>
</OSD>
</TRGV>
</Objects>
</Oni>
looks cool
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Yes you did it correctly.
Now here more code to test.
logmessage "my decimal separator: " & Mid(FormatNumber(0.1,1,true,false,-2), 2, 1)
logmessage "test 1"
pos = split("605.5300 40 20.1", " ")
logmessage pos(0)
logmessage pos(0) + 1
logmessage "test 2"
pos = split("605.5300 40 20.1", " ")
pos(0) = cdbl(replace (pos(0), ".", ","))
logmessage pos(0)
logmessage pos(0) + 1
After you posted the results you could test something else:
http://office.microsoft.com/en-us/acces … 33550.aspx
https://dl.dropboxusercontent.com/u/139 … _comma.png
If you use point as decimal separator, change it to comma.
Then try to create a new TV and export to xml.
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with mod tool v5
' INFO : File exists.
' INFO : no version difference of OniXSI_addon.xml and OniXSI_home.xml
create_WeaponList
' INFO : Updated addon found: XNA.xsitemplate
' INFO : my decimal separator: .
' INFO : test 1
' INFO : 605.5300
' INFO : 606.53
' INFO : test 2
' INFO : 6055300
' INFO : 6055301
with 7.1.5
SetDisplayMode "Camera", "texturedecal"
' INFO : File exists.
' INFO : no version difference of OniXSI_addon.xml and OniXSI_home.xml
create_WeaponList
' INFO : Updated addon found: XNA.xsitemplate
' INFO : my decimal separator: .
' INFO : test 1
' INFO : 605.5300
' INFO : 606.53
' INFO : test 2
' INFO : 6055300
' INFO : 6055301
I didn't try changing the point to comma yet .. should I ? and should I keep testing both versions or 7.1.5 only.
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Test just this one.
https://dl.dropboxusercontent.com/u/139 … 7.1.5b.zip
Create TVs and post the BINACJBOTrigger Volume.xml file.
"I didn't try changing the point to comma yet .. should I ?"
If 7.1.5b doesn't work you can go on and try to set the comma.
Last edited by paradox-01 (01/19/14 12:01)
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just saw that you edited your post, will try it soon and post the results.
but meanwhile I have a request can you check the new onisplit that supports the corpses import via master xml ? how do we use it correctly with your mod tool addon ? what I did was get The CRSA.xml generated by the addon and renamed it to corpses instead, put it in the same folder and ran levelmaker ... but it showed an error and no corpses appeared in the level.
EDIT: ok created a tv with it.
<Oni>
<Objects>
<TRGV>
<Header>
<Flags></Flags>
<Position>-457.810065487883 20.2738295508069 -700.427242322582</Position>
<Rotation>0 0 0</Rotation>
</Header>
<OSD>
<Name>tv_1</Name>
<Scripts>
<Entry></Entry>
<Inside></Inside>
<Exit></Exit>
</Scripts>
<Teams>0</Teams>
<Size>40 40 40</Size>
<TriggerVolumeId>1</TriggerVolumeId>
<ParentId>0</ParentId>
<Notes></Notes>
<Flags></Flags>
</OSD>
</TRGV>
</Objects>
</Oni>
reloaded that xml got these values instead -457810065487883 202738295508069 -700427242322582
so I'm guessing it didn't work ...
anything else you could do before i set the comma thing ? my understanding it will affect all other programs too right ? I'm not used to the decimal point be a comma, we use it to indicate thousands in my country so I rather not change it unless for a last resort.
version 5 was making the TVs successfully for me but not reloading them .. can you just restore the way version 5 made the tvs ? polygon translation instead of TV resizing. and before when I sent you the geometry and BINACJBO were you able to view the Tvs successfully ?
Last edited by Samer (01/20/14 04:01)
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I hope Ed could help you with the CRSA. I'm quite busy during the week so I can't respond fast or do much.
Regarding TRGV I changed the wrong function because I misunderstood you. So it couldn't work.
Before I annoy you with more tests I will try to get a new environment, an English Windows on my old laptop. Maybe it behaves like your Lebanese version.
@ "polygon translation instead of TV resizing"
You can still use poly translation.
Last edited by paradox-01 (01/20/14 15:01)
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regarding the CRSA yes.
the difference between the corpses file read by the master xml and levelmaker and the CRSA generated with your modtool is this
in CRSA by mod tool we have these lines
<CRSA id="7">
<FixedCount>2</FixedCount>
<UsedCount>2</UsedCount>
<Corpses>
<CRSACorpse>
<CharacterClass>ONCCreserve_guard_1b</CharacterClass>
and then the unused CRSA fields remain
while in the corpses xml we have this
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Corpses>
<Corpse>
<CharacterClass>ONCCreserve_guard_1b</CharacterClass>
and only the used corpses fields remain in the xml, the unused corpses fields are removed.
so maybe in the next update you can have Mod Tool generate the corpses.xml in that format so we don't have to edit it for levelmaker to read it and we can use it immediately. (not a crucial thing but it will spare us 1 extra step)
yes I have English\USA version of Windows.
@poly translation, I meant basically any method I used in v 7 and above doesn't work for me ... the TVs whether I resize them or not poly translation or scaling or no resize at all, when I position them in XSI and save the xml they don't get the right positions in game... version 5 at least positioned them correctly that's why I'm suggesting go back to whatever function or method it was using for TVs. (but in both versions I can't reload the xml to xsi)
so I have 2 problems
Version 5 I position the TVs in xsi .. save xml --> use it in game --> in game they have correct position. if I reload the xml to XSI : problem with the decimal thing.
Version 7 and above : I position the TVs in xsi --> save xml --> use it in game --> they have wrong position in game. if i reload that xml to xsi also like version 5 : problem with the decimal point.
so I kept going back to use version 5 for TVs eventhough I couldn't reload the xml to xsi but at least It gave me correct positions in game.
Last edited by Samer (01/20/14 15:01)
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Updating the crsa will be relative easy.
As for the trigger volumes, the new Windows installation finished yesterday and I could reproduce the bugs.
With that I'd rather rewrite the whole trgv thing (removing bugs/adding layer) than restoring parts of the old code.
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As a compromise, here's a new version that should fix TRGV's point-comma-issue on US systems.
@ func names and such not been written to xml: this happens when "update" is clicked but with no actual TV selected. (For example: saving the TVs will leave open the property window and deselect all TVs. So you must select the TV before you can update it again.)
Last edited by paradox-01 (02/01/14 20:02)
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I downloaded the new version and installed it. loaded the level's geometry and then loaded the TVs xml .. and it works ! now i can see the tvs in xsi correctly. (haven't tried in game yet). thanks for following this through paradox
edit: just wondering what did you mean by "compromise" ? did we lose any feature with this update ?
Last edited by Samer (02/02/14 17:02)
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I also wanted to add the layer method for TVs and try to write an auto-updater for the properties.
But you guys were already talking about a new level so I decided to push the new release with fixes only to give you the working tool you need.
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Adds "Animated Rotoscope".
Hope that helps you, Delano.
Drag and drop the unzipped OniTools.xsiaddon file into Mod Tool.
Wait until you are told to restart the program.
After restart you can drag and drop your images into Mod Tool.
They must have following name structure:
Animated_Ref_N.jpg (no other file suffix supported)
E.g.
Animated_Ref_1.jpg
Animated_Ref_2.jpg
Animated_Ref_3.jpg
Animated_Ref_4.jpg
Animated_Ref_5.jpg
Animated_Ref_6.jpg
Animated_Ref_7.jpg
And so on.
In the dropdown menu, where you can find Wireframe and Textured Decal, click once on Rotoscope to activate it.
The image size can be accessed in the same menu. Click on Rotoscopy Options...
In Image Placement section, there's a Fixed mode.
Change Width or Height.
X, Y, Z is an offset position.
Now when you move from frame 1 to 7. The background image will change automatically.
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Incoming from the City Level thread.
OniTools features now a new button named "material-depending polygon-deletion".
This is for level objects that use clusters.
(Cluster make it possible to have multiple textures on an object.)
I hope the other functions are still they were in v7.1.7.
My system broke a while ago. This is the first edit on the new one.
-----------------------
1. Select a polygon.
2. Open Material Manager [Control]+[7] and find the material
3. Insert the material name into the "material-depending polygon-deletion" inputbox, then hit OK.
Last edited by paradox-01 (07/27/14 13:07)
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thanks for always improving this tool to make modding for us easier paradox
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This is great, thanks. I run Windows XP in an emulator.
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Here's to get automatic updates. a new addon. This will become a remake.
Though I don't know whether this works on an emulated Windows.
Last edited by paradox-01 (08/02/14 05:08)
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Hi there. I'm looking for a new name for the addon. 8)
If you have any ideas post them here. Thanks.
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I'm not generally good with naming things, but I'll throw some out there:
Oni for Mod Tool
Oni Level Construction Kit
Oni Object Maker for Mod Tool (OOMMT?)
Check out the Anniversary Edition Seven at ae.oni2.net!
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Shinatama Mod Tools ^_^ because shinatama is helpful .. and so is this tool ^_^
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