Advanced Converting or Extracting.
The advanced section is designed to help the modder quickly test the mods within a level folder, rather than using the package method. It is much faster to rebuild a level than install a package. The default level for testing is level0_Alpha.
Select Source Type
1) You can convert single or multiple selections of files. 2) A folder containing XML files and supporting files. For example it is recommended to convert TXMP files using the .xml format. This allows one to set the properties of each TXMP file individually. 3) As an alternative you can use a folder containing only TXMP files in the TARGA or .tga format. However, the properties will be the same for all the files as set in the TXMP Options.
TXMP Options
Note: AETools can only import textures in the Targa (tga) format. This is due to the limitation with the Mono framework.
- Format: There are several formats that Oni uses internally. such as bgr555 or bgr 32. For most objects use bgr555 (default settings) or bgr32 can be used for photo quality textures. For textures that require transparency, the following can be used: bgra4444 (4,096 colors, alpha channel 16 levels), bgra5551 (32,768 colors, alpha channel 2 levels) and bgra32 (16,777,216 colors, alpha channel 256 levels). NOTE: Currently, there is an issue with how the Mac Engine handles the bgra32 format. The Red and Alpha Channels are swapped and also the Green and Blue channels are swapped. So for the texture to appear correctly in the Mac version, those channels need to be swapped before converting to .oni format.
- Envmap name: For reflective or transparent textures an envmap needs to be included. This option is for new content enter the name of that file here without the extension (ex: TXMPnew_envmap).
3D options
- Cel-shaded TRBS - If you want an Oni character to have a cel-shaded appearance. You will need to add a single black pixel at each corner of the TXMP image file to get a black outline. Otherwise it will use the color at the corner.
- AKEV nolight option - This will produce an AKEV that has even lighting and no shadows.
- M3GM Texture name - When importing a 3D OBJ, you must include the name of the TXMP.oni file (ex: TXMPobj_texture) that is associated with the 3D OBJ, otherwise it will appear without any textures in the game.
Select Level
The default is level0_Alpha, but other unused level slots in Oni can be selected. Using level0_Alpha will allow your mod to appear in all the levels. Selecting another level such as level7, then your mod will only appear in level7.
Create Level plugin
You can create a custom level plugin when this option is selected.
You will need to put all the .oni files in a single named folder (ex: New_weapons) Then a new level plugin called level0_Final_New_Weapons will be produced in the GameDataFolder. Currently both Mac and PC versions are installed, so you will need to remove the PC version (So you can share your mod with PC users too!).
Select Level to rebuild
After you import any data into Oni, you must rebuild the level where the files were imported.
Extract Specific Animation
You can extract a specific animation from an ONCC. For example the powerup animation for Konoko. First select TRAMKONOKOpowerup.oni then ONCCkonoko_generic.oni. The Collada file containing the animation will be extracted.
A collection of links to features that might be useful.
- Switch GameDataFolder - Switch between the original version of Oni and the Anniversary Edition.
- Start AE Installer - Starts the AE Installer program.
- Open Packages Folder - Opens the packages folder of Anniversary Edition.
- Open AE_Tools_Data Folder - Open the AE_Tools_Data folder.
- Play Oni in a window - Starts Oni in a window. If you are editing a script, you can pause the game, make the changes and reload the level to see the changes. Much faster than quiting and starting the game. Note: the mouse arrow does not remain in the game window, so you can click on items on the desktop and disrupt the gameplay.
Introduction | Create | TXMP | Packages | Special