XML:OFGA

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OFGA : Object Furniture Geometry Array
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

OBAN << Other file types >> ONCC

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General information

  • The XML on this page is compatible with OniSplit v0.9.61.0 and v0.9.68.0.
  • OFGA are level-specific (and maybe can be global too? Not tested).
  • OFGA files were rarely used in-game — only to get the bounding box of the geometry.
  • Nowadays they are used to import objects with no function. (Doors and consoles get imported through object collections. See ONLV for more information.)

XML tags

XML tag Content type Description
<OFGA id="..."> integer Marks the beginning of the OFGA content.
<EnvParticle> "#" + integer ENVP instance number (#N)
<Elements> - You can put here practically any number of <OFGAElement> tags. The array is an int32.
<OFGAElement> -
<GunkFlags> flag Here are the common flags. For more theoretically-possible AGQG flags, see onisplit -help enums.
None
NoCharacterCollision
NoObjectCollision
NoCollision
NoOcclusion
Invisible - used for collision boxes
TwoSided
<Geometry> link M3GMfile_name.oni (don't use file suffix)
<ENVP id="..."> integer Instance number. Use the one from <EnvParticle>.
<Particles> - You can put here practically any number of <ENVPParticle> tags. The array is an int16.
<ENVPParticle> - ENVP is used to store particles attached to objects or furniture: locklights, lights, fire, smoke, steam, bolts of electricity, etc. Loose particles are normally added to the level's particle collection.
<Class> char[64] BINA3RAPfile_name.oni (don't use file prefix/suffix)
<Tag> char[48] Particle name for BSL commands. For some reason an underscore "_" will be added to the name. Examples:
FURN <Particle>test</Particle> + OFGA <Tag>streetlight</Tag> = test_streetlight
FURN <Particle></Particle> + OFGA <Tag>streetlight</Tag> = _streetlight
FURN <Particle>test</Particle> + OFGA <Tag></Tag> = test_
<Transform> matrix Float 3*3 + float X Y Z position of the particle. Can be used to orient and stretch the particles (decals, locklights, etc.). (How? Expand on this.)
<DecalScale> integer, integer X Y
<Flags> flag
None
NotInitiallyCreated

Example 1

Extracted "V_tctf_cruiser.oni" (OFGA) from shared folder (furniture), seen in Mod Tool, Wireframe mode.
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <OFGA id="0">
       <EnvParticle></EnvParticle>
       <Elements>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_0</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_1</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_2</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_3</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_4</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_5</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_6</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>Invisible NoObjectCollision</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_7</Geometry>
           </OFGAElement>
       </Elements>
   </OFGA>
</Oni>

Example 2

Streetlights are originally part of the level geometry. For import tests they have been transformed into a M3GM and OFGA file.
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <OFGA id="0">
       <EnvParticle>#1</EnvParticle>
       <Elements>
           <OFGAElement>
               <GunkFlags>NoOcclusion</GunkFlags>
               <Geometry>M3GMstreetlight_0</Geometry>
           </OFGAElement>
       </Elements>
   </OFGA>
   <ENVP id="1">
       <Particles>
           <ENVPParticle>
               <Class>env_lensflare09</Class>
               <Tag>streetlight</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 1.3262 63.5907 10.4082</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>
           <ENVPParticle>
               <Class>env_lensflare09</Class>
               <Tag>streetlight</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 1.3262 63.5907 -8.877</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>
       </Particles>
   </ENVP>
</Oni>

Export

To extract the OFGA file:

OniSplit -extract:xml out in/OFGA*.oni

To extract M3GM parts only:

OniSplit -extract:obj out in/OFGA*.oni

Import

Be sure your OBJ file contains triangulated meshes. Quads can give you visual glitches.

OniSplit out_folder -create:m3gm [-tex:texture_name] input_folder/file.obj
The "-tex" argument is optional but you should use it to prevent bugs.

After the creation of the TXMP, M3GM and OFGA, you can go on to the furniture file.