It seems like Oni's existing console textures are named in all-caps, even though in the game data they are not fully capitalized, e.g. "_con_INACTIVE" in the BINA data, but the actual file is TXMP_CON_INACTIVE. Maybe try putting your new TXMP's name in all-caps too?
byproducts are fine, but where's the beef?
Iritscen is right. Oni is looking for capitalized screen tex files.
In a test the DamocleZ in xml was found only after the file was changed from DamocleZ to DAMOCLEZ.
https://dl.dropboxusercontent.com/u/139 … s_txmp.png
If you see a wrecked image use level x instead of 0. ^_^'
https://dl.dropboxusercontent.com/u/139 … evel_x.png
Last edited by paradox-01 (7/2/17 13:58)
Holy crap! Thanks guys! I would never figure that out. :S
Paradox I am using now these images in the level specific folder, thanks a lot.
Now another thing that is bugging me is how do I get my console look like this (lvl 1 sp1):
instead of like yours (without that yellow/green texture as border):
Last edited by s10k (7/2/17 16:18)
The picture is quite dark so I'm not sure what the problem is. Either you have to add vertex shading (which is always missing when cons is imported via class) or the screen isn't wide enough. In the later case you export the cons as xml (with dae) and edit it. Then save as new class or overwrite the existing one.
Vertex shading cannot be saved in classes. You would have to import cons geom via master file and add cons cjbo oni by hand.
There used to be vs import but not with onisplit.
For animated doors there is no known work around.
Last edited by paradox-01 (8/2/17 1:26)
Okay recolor a console to see the difference. Also, it was a surprise that the screen comes completely black.
The session is summarized here: https://dl.dropboxusercontent.com/u/139 … hading.png
Thanks paradox so if I understood correctly I must put a vertex shading with black color in the screen of the console. Can I do that with just xml and onisplit? Or do I need XSI?
I will look at OBLS, does the console0 looks automatically for a OBLS file to texture the screen or do I need to link them manually?
Last edited by s10k (8/2/17 16:46)
Err no. Re-read. There is no OBLS import nowadays.
You have to add it yourself with xsi - or find a way with sketchup. (?) https://forums.sketchup.com/t/import-of … dels/27706
Even if you manage to add vertex shading to sketchup, it is unknown whether OniSplit supports such shaded sketchup dae.
Right now your best chance would be xsi.
IIRC, AKEV xml cannot be reconverted to oni.
So, another reason to use xsi - because it has to be done via dae.
As you say, edit the screen geometry's vertex color in xsi.
I know xsi doesn't run very well over there. Maybe just ignore that VS problem?
Thanks I will look at this tomorrow. Maybe, maybe I can just edit the original oni console0 (TXMP_CONSOLE_A_01) texture to remove the green/yellow border (black it out).
That way I wouldn't need to play with vertex shading. (my XSI always fails when importing dae files)
Heh good thinking.
Awesome! The editing texture trick worked perfectly!
Where is the result:
Thank you very much for the help Paradox.
For anyone who is interested I will left here the texture that I edited and the custom console class:
http://script10k.oni2.net/onibungieforu … _BLACK.png
The console class needs to go to level0.
Last edited by s10k (10/2/17 6:05)
P.S.: Sorry paradox, I used "Thanks a bunch" instead of "Thank you very much" since I thought they meant the same. But seems that in Briton the phrase has a different meaning than in US, anyway I have just replaced it for the correct term.
All ok. Don't worry.