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hides the quads that are in AKEV and shows the OBOA object.
Ouh, here it is - that's... odd, very odd (and awkward). But this is still an yet one piece solved in this puzzle.
Seems like i need to read IDXA to detect doors and operate with them, daym!
Edit: that's right, ONOA links to doors directly through IDXA.
Last edited by 6opoDuJIo (05/19/14 13:05)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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Well, 2000 lines in one file - time to refactor and split this stuff is near.
Last edited by 6opoDuJIo (05/19/14 19:05)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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Does this mean you were able to make progress with the doors?
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Well... Seems like with ONOA i can detect static objects needs to be cut off. After that, through OBOA, i can place animated objects ( doors, cranes, stuffs). But i still see no links between. But as i guess, i may deal with it without links - seems, needed just cut and replace.
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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Why do you need static doors? Doesn't Unity has better physics than ONI? Isn't it possible to just use one mesh for the animated and non-animated state?
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Mostly, i don't need static doors. Mesh collider can be animated as object, not as mesh (i mean, Unity doesn't support skinned colliders), so it's ok. This "remove static and place animated" stuff just surprised me for a lot, i didn't expect that.
Last edited by 6opoDuJIo (05/21/14 11:05)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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So. After some break, tried to handle OBOA's again. And that's the result of applying initial transform matrix to OBOA object:
(green's are fine, red'z are kinda retarded)
Red's scales are seems fine, positions too. But rotations looks pretty improper and i'm kinda desperate to determine what's wrong.
I checked doc's and it seems kinda odd : it tells that affine transform matrix build in this way:
[ a11, a12, a13, 0 ]
[ a21, a22, a23, 0 ]
[ a31, a32, a33, 0 ]
[ a41, a42, a43, 1 ]
Where "a" is OBAN initial transform matrix.
Is this right?
If it is, what's could go wrong then?
Last edited by 6opoDuJIo (09/07/14 16:09)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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I think this page will give more information about what you are asking: http://wiki.oni2.net/XML:OBAN
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Nope, it isn't, because affine transform matrix is a 4x4 matrix, not 3x4, as described there.
And curious thing - didn't detected flag "ZAxisUp" at any door OBAN.
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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Rotations are fixed!
The bad news that normals are still bad as hell :
So i can't light OBAN's nice and fancy.
p.s. I guess, Farnsworth should be at my avatar.
Last edited by 6opoDuJIo (09/07/14 22:09)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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I'm glad you figured it out and that you are continuing with your Oni/Unity project.
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Lighting for OBOA's fixed!
Aslike as doors positions and orientations. The next goal is - how the hell move doors? OBOA's contains no animations for doors.
As i guess, i should interact with triggers first?
Last edited by 6opoDuJIo (09/08/14 13:09)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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Unity is just too much fun. Which reminds me, I should get back to making my unity game...
PSN: Jon_God
XBL: Ernie The Bear
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Seems like i must GIT this stuff for some cases.
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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Words cannot describe how kick ass this looks.
"New car, caviar, four star daydream, think I'll buy me a football team."
Oni fan since 2001.
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[video]https://www.youtube.com/watch?v=rsIzEYBwxAQ[/video]
The next goal is much less funny : i need to refactor current AKEV loader.
Last edited by 6opoDuJIo (09/10/14 07:09)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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That is awesome news!
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New ONLV loader basically done - geometry and textures are ok. Doors and other animated stuffs works fine too because of xml-based nature. Also, have stuffs at Github from now, if anyone curious:
https://github.com/6opoDuJIo/Oni-Round2
The next goals are :
- new xml-based character loader
- lighting calculation
- implementing more animations for Konoko
Last edited by 6opoDuJIo (10/27/14 05:10)
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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That's awesome, I'll have to check it out at some point. Bravo!
PSN: Jon_God
XBL: Ernie The Bear
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Good work!
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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Randomly, i have figured out how to fix content flip, which were present in geometry data, obtained using OniSplit. Now it's ok:
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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I'm liking how this is going.
"New car, caviar, four star daydream, think I'll buy me a football team."
Oni fan since 2001.
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Some news:
- Bad news : xml-based loader is kinda slow (up to 120 seconds to parse ONLV), so i decided to use binary data. This mean, i need to re-write all unity3d content builders again (3rd time).
- Good news : i used OUP structure definitions to build binary data loaders, so they are already ready and they are bloody fast.
Implement Oni with Unity3D engine :
https://github.com/6opoDuJIo/Oni-Round2
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It's so nice that you're still working on this! It'd be a dream come true if Oni could be rebuild on Unity as it would allow a ton of other new mods and features!
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Someone was able to export the character(!) animation in unity3d?
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