markminiko markminiko
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翻箱底找到的ONI 所有人动作 Chr_animation DEC     HEX     TYPE 0     00     None 1     01     Anything 2     02     Walk 3     03     Run 4     04     Slide 5     05     Jump 6     06     Stand 7     07     Standing_Turn_Left 8     08     Standing_Turn_Right 9     09     Run_Backwards 10     0A     Run_Sidestep_Left 11     0B     Run_Sidestep_Right 12     0C     Kick 13     0D     Walk_Sidestep_Left 14     0E     Walk_Sidestep_Right 15     0F     Walk_Backwards 16     10     Stance 17     11     Crouch 18     12     Jump_Forward 19     13     Jump_Backward 20     14     Jump_Left 21     15     Jump_Right 22     16     Punch 23     17     Block 24     18     Land 25     19     Fly 26     1A     Kick_Forward 27     1B     Kick_Left 28     1C     Kick_Right 29     1D     Kick_Back 30     1E     Kick_Low 31     1F     Punch_Forward 32     20     Punch_Left 33     21     Punch_Right 34     22     Punch_Back 35     23     Punch_Low 36     24     Kick2 37     25     Kick3 38     26     Punch2 39     27     Punch3 40     28     Land_Forward 41     29     Land_Right 42     2A     Land_Left 43     2B     Land_Back 44     2C     PPK
ONI 开发模式所有命令. ai2_active         ai2_barabbas_run         chr_wait_animtype         debug_weapons ai2_allpassive         ai2_blind             chr_wait_health         door_drawframes ai2_attack         ai2_boss_battle         chr_weapon         door_ignore_locks ai2_barabbas_retrievegun     ai2_chump_stop         chr_weapon_immune     door_pop_lighting ai2_chump         ai2_deaf             chr_who             door_show_activation ai2_comehere         ai2_debug_localmove_lines         cinematic_start     door_show_debug ai2_debug_makesound     ai2_debug_localmovement         cinematic_stop     draw_every_frame ai2_doalarm         ai2_debug_localpathfinding         cm_anim         raw_every_frame_multiple ai2_dopath         ai2_debug_showsettingIDs         cm_anim_block     env_collision ai2_findconnections     ai2_ignore_player             cm_barabus     env_drawallgqs ai2_followme         ai2_melee_weightcorrection         cm_detach     env_drawfrustum ai2_forget         ai2_printspawn             cm_interpolate         env_drawvisonly ai2_idle             ai2_showactivationpaths         cm_interpolate_block     env_highlight_gq ai2_inactive         ai2_showastar             cm_jello         env_ray_number ai2_kill             ai2_showcombatranges         cm_orbit         env_show_ghostgqs
ONI 开发模式所有命令. ai2_active         ai2_barabbas_run         chr_wait_animtype         debug_weapons ai2_allpassive         ai2_blind             chr_wait_health         door_drawframes ai2_attack         ai2_boss_battle         chr_weapon         door_ignore_locks ai2_barabbas_retrievegun     ai2_chump_stop         chr_weapon_immune     door_pop_lighting ai2_chump         ai2_deaf             chr_who             door_show_activation ai2_comehere         ai2_debug_localmove_lines         cinematic_start     door_show_debug ai2_debug_makesound     ai2_debug_localmovement         cinematic_stop     draw_every_frame ai2_doalarm         ai2_debug_localpathfinding         cm_anim         raw_every_frame_multiple ai2_dopath         ai2_debug_showsettingIDs         cm_anim_block     env_collision ai2_findconnections     ai2_ignore_player             cm_barabus     env_drawallgqs ai2_followme         ai2_melee_weightcorrection         cm_detach     env_drawfrustum ai2_forget         ai2_printspawn             cm_interpolate         env_drawvisonly ai2_idle             ai2_showactivationpaths         cm_interpolate_block     env_highlight_gq ai2_inactive         ai2_showastar             cm_jello         env_ray_number ai2_kill             ai2_showcombatranges         cm_orbit         env_show_ghostgqs
ONI 所有开发者模式命令 ai2_active         ai2_barabbas_run         chr_wait_animtype         debug_weapons ai2_allpassive         ai2_blind             chr_wait_health         door_drawframes ai2_attack         ai2_boss_battle         chr_weapon         door_ignore_locks ai2_barabbas_retrievegun     ai2_chump_stop         chr_weapon_immune     door_pop_lighting ai2_chump         ai2_deaf             chr_who             door_show_activation ai2_comehere         ai2_debug_localmove_lines         cinematic_start     door_show_debug ai2_debug_makesound     ai2_debug_localmovement         cinematic_stop     draw_every_frame ai2_doalarm         ai2_debug_localpathfinding         cm_anim         raw_every_frame_multiple ai2_dopath         ai2_debug_showsettingIDs         cm_anim_block     env_collision ai2_findconnections     ai2_ignore_player             cm_barabus     env_drawallgqs ai2_followme         ai2_melee_weightcorrection         cm_detach     env_drawfrustum ai2_forget         ai2_printspawn             cm_interpolate         env_drawvisonly ai2_idle             ai2_showactivationpaths         cm_interpolate_block     env_highlight_gq ai2_inactive         ai2_showastar             cm_jello         env_ray_number ai2_kill             ai2_showcombatranges         cm_orbit         env_show_ghostgqs ai2_lookatchar         ai2_showconnections         cm_orbit_block         env_show_leafnodes ai2_lookatme         ai2_showdynamicgrids         cm_reset         env_show_octnode_gqs
onisplit 教程 原文地址: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwiki.oni2.net%2FUser_talk%3ANeo%23OniSplit_0.9.25&urlrefer=99f55140bad5d4e8b52902a3f27bd5a7 OniSplit by Neo, is an integral part of the Anniversary Edition. It does the work of splitting and recombining the data files.   But it also does much more such as importing and exporting TXMP, M3GM and now TRBS files. ONCC files can also be exported. UPDATE: Sep 14, 2008 OniSplit v0.9.40: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fmods.oni2.net%2Fsystem%2Ffiles%2FOniSplit.exe_.zip&urlrefer=febae73f609d7bfe8bb0396fdf6c5f24 (地址更新,原地址报废了. markminiko) Adds .xml export/import of ONIE More info can be found here: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwiki.oni2.net%2FOniSplit&urlrefer=6bdaa6928b7efe31062fa87b4bd8b3fc Export/Import for TXMP files: To extract all the TXMP files onisplit -extract:png destination_directory_for_image_files level0_Final.datTGA and DDS are also supported using -extract:tga and -extract:dds. To import image files. (Create new TXMP files) onisplit -create:txmp destination_directory [options] source_image_filewhere options can be -nouwrap - set the "U wrapping disabled" flag -nowwrap - set the "V wrapping disabled" flag -format:bgr555 (or dxt1) for most of the stuff -format:bgr32 for skyboxes -format:bgra4444 for transparent/reflective stuff (in a couple of places bgra5551 is used but probably it's not big deal if bgra4444 is used instead) -genmipmaps - generate mipmaps if they are not already present in the source file and if the source file is not dxt1 compressed Example: onisplit -create:txmp imported -format:bgr32 -genmipmaps tga\concrete.tgaTo batch process a folder of image files onisplit -create:txmp imported -format:bgr32 -genmipmaps tga\*.tgasource_image_file can be dds or tga. "Color indexed" and "black and white" tga files are not supported currently. Other image file formats (png, jpg, bmp, tif) may work depending on Mono/.NET support for them. onisplit will automatically prepend TXMP to the output file name if the source file name does not start with TXMP already. For TXMP files that contain envmaps. onisplit -create:txmp dest_dir -format:bgra4444 -genmipmaps -envmap:envmapname imagefile.tgaThe envmap name can have the TXMP prefix but it is not required, it is added automatically if missing. How to find the name of the envmap there are 2 ways: 1) Use the -dump command: onisplit -dump TXMPIteration001%2FKS_face.oni TXMPIteration001/KS_face:TXMPInstance {         TextureName:"Iteration001/KS_face"         Flags:4609         Width:128         Height:128         Format:0         Animation:null         EnvMap:"TXMPenvksface"         DataOffset:32 }2) Open the .oni file in a hex editor, you will see the names: TXMPIteration001/KS_faceExport/Import for Wavefront OBJ files: Named M3GMs and (unfortunately unnamed) M3GM contained in ONWC files can be exported to obj file format: onisplit -extract:obj dest_dir M3GMnotfound.oni onisplit -extract:obj dest_dir ONWCw1_tap.oniOr for greedy   people: onisplit -extract:obj dest_dir level0_Final.datImporting obj files: onisplit -create:m3gm dest_dir TCTF_Shotgun.objFor importing obj files the obj file must only contain triangles so when exporting a model from a 3D design tool it needs to be triangulated. If the obj file uses more than one texture then only one will be taken into consideration. If the obj file does not contain a texture or someone wants to use a different one then the texture name to be used can be specified with -tex option: onisplit -create:m3gm dest_dir -tex:TCTF_Shotgun TCTF_Shotgun.objJust like in -envmap option case the texture name can start with TXMP but it is not required. Note that in both -envmap and -tex cases a .oni file is not created for the specified texture. The .oni file for that texture must be create separately. To see a list of all the commands available in OniSplit: OniSplit -helpNote: For Mac users the command is: mono onisplit.exeLast edited by EdT (14/9/08 19:42)
如何用AE 做自己的MOD(E 文) 原文地址:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Foni.bungie.org%2Fcommunity%2Fforum%2Fviewtopic.php%3Fid%3D1030&urlrefer=288bf23f54d3cc53ea22b061d157de79 [From now on, please follow the instructions on the wiki instead, as they are being kept up-to-date: Making a mod package --Iritscen] Step 1: Open up your Edition\install\packages folder Step 2: Create a new folder with a name corresponding to your mod. No spaces, please. The five digit number in front corresponds to where in the load order you want your mod to be. Please, leave some space between your mod and other AE mods. Step 3: Create (or copy) a config file named "Mod_Info.cfg" inside your new folder. Sample: AEInstallVersion ->   1.0 NameOfMod -> Upgraded ONCCs ModString -> 21000UpgradedONCCs 1 Creator -> Loser HasOnis -> Yes Readme -> Gives enemies more health, better bullet dodging, and better blocking skills.AEInstallVersion is just the lowest version of the installer this mod is compatible with. Right now, always 1.0. NameofMod is the name of the mod.   It can be anything you like. It is displayed in the installer. ModString is two parts. The first is the name of the folder the mod is in. The second is the version of the mod. (Integers only, please) Creator is the name that is displayed in the installer. "HasOnis -> Yes" tells the installer oni files are present. Readme is the readme displayed in the installer. You can make a new line by using " \n " In the future there will be more types of mods ("HasBSL", etc). Step 4. If you have oni files (the only type of mod there is right now), make a folder named "oni" inside your package folder Step 5. If your mod modifies level0_Final, make a "level0_Final" folder inside "oni". Step 5.5. If you have... TRAC, TRAM make a level0_Animations folder... ONSK, TXMP make a level0_Textures folder... ONCC, TRBS, ONCV, ONVL, TRMA, TRSC, TRAS make a level0_Characters folder... OSBD, SNDD make a level0_Sounds folder... BINA3RAP make a level0_Particles folder... Anything else, make a level0_Final folder... ...inside level0_Final Step 6. For every level that your mod uses, make a "levelX_Final" folder inside "oni". (level1_Final, level2_Final, etc...) New levels are currently not detected. Step 6.5. In each of the folders created in the previous step, make another "levelX_Final" folder inside the first one. Step 7. Put level0 oni files inside their respective folders as created in step 5.5 Step 8. Put levelX (anything but level0) oni files inside their respective levelX_Final/levelX_Final directories You are done Be very careful on replacing (not adding) M3GM and TRAC, they can be a bit touchy. With TRAC, you must include all of the children of the TRAC you are adding. With M3GM, you must also include the file that references the M3GM. Whenever possible, copy the files from packages\Globalize instead of the default Oni files. New ONCCs should have this inside the ONCP:              <ONCPParticle>                  <Name>glass_break</Name>                  <Type>glass_break</Type>                  <BodyPart>-1</BodyPart>              </ONCPParticle>If they do not, they will not be able to break glass. If you run into any problems (crashing, etc.), feel free to contact me or post in this thread. Last edited by Iritscen (4/11/09 18:54)
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