OBD:AKVA: Difference between revisions
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:BNVs are volumes that have a pathfinding grid assigned to them. | :BNVs are volumes that have a pathfinding grid assigned to them. | ||
:The grid itself is in the RAW, while its overall parameters are in the DAT. | :The grid itself is in the RAW, while its overall parameters are in the DAT. | ||
:*Child [[AKBP]] tree refines the volume after the [[OBD:Data types#AABB|AABB]] is checked | |||
:*Child [[AKBA]] defines the "sides" needed by the pathfinding graph | |||
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| WIDTH=70% | <B>Meaning</B> | | WIDTH=70% | <B>Meaning</B> | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FF0000" | 01 4E 02 00 | | BGCOLOR="#FF0000" | 01 '''4E 02''' 00 | ||
| 590 | | 590 | ||
| ALIGN=LEFT | 00590-.AKVA | | ALIGN=LEFT | 00590-.AKVA | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFFF00" | 01 00 00 06 | | BGCOLOR="#FFFF00" | 01 00 00 '''06''' | ||
| 3 | | 3 | ||
| ALIGN=LEFT | level 3 | | ALIGN=LEFT | level 3 | ||
Line 34: | Line 36: | ||
| BGCOLOR="#FFC8C8" | 00 00 00 00 | | BGCOLOR="#FFC8C8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | index into [[AKBP]] array | | ALIGN=LEFT | index into [[AKBP]] array : BSP tree for this BNV | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFFFC8" | 00 00 00 00 | | BGCOLOR="#FFFFC8" | 00 00 00 00 | ||
Line 42: | Line 44: | ||
| BGCOLOR="#C8FFC8" | 00 00 00 00 | | BGCOLOR="#C8FFC8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | index into [[AKBA]] array | | ALIGN=LEFT | index into [[AKBA]] array : "side" range start | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#C8FFFF" | 06 00 00 00 | | BGCOLOR="#C8FFFF" | 06 00 00 00 | ||
| 6 | | 6 | ||
| ALIGN=LEFT | index into [[AKBA]] array | | ALIGN=LEFT | index into [[AKBA]] array : "side" range end | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC8FF" | FF FF FF FF | | BGCOLOR="#FFC8FF" | FF FF FF FF | ||
| | | -1 | ||
| ALIGN=LEFT | index in array of child BNV | | ALIGN=LEFT | index in array of child BNV | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC800" | FF FF FF FF | | BGCOLOR="#FFC800" | FF FF FF FF | ||
| | | -1 | ||
| ALIGN=LEFT | index in array of sibling BNV | | ALIGN=LEFT | index in array of sibling BNV | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#C800C8" | FF FF FF FF | | BGCOLOR="#C800C8" | FF FF FF FF | ||
| | | -1 | ||
| ALIGN=LEFT | unknown, always -1 | | ALIGN=LEFT | unknown, always -1 | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
Line 69: | Line 71: | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#E7CEA5" | A0 3A 47 00 | | BGCOLOR="#E7CEA5" | A0 3A 47 00 | ||
| | | 0x473AA0 | ||
| ALIGN=LEFT | offset of the [[OBD:AKVA_0|pathfinding grid data]] in the RAW file | | ALIGN=LEFT | offset of the [[OBD:AKVA_0|pathfinding grid data]] in the RAW file : 0x473AA0 | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFDDDD" | F7 01 00 00 | | BGCOLOR="#FFDDDD" | F7 01 00 00 | ||
| 503 | | 503 | ||
| ALIGN=LEFT | size of the [[OBD:AKVA_0|pathfinding grid data]] in the RAW file | | ALIGN=LEFT | size of the [[OBD:AKVA_0|pathfinding grid data]] in the RAW file : 503 bytes | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#64AAAA" | 00 00 80 40 | | BGCOLOR="#64AAAA" | 00 00 80 40 | ||
Line 82: | Line 84: | ||
| BGCOLOR="#EBEBEB" | 00 00 20 41 | | BGCOLOR="#EBEBEB" | 00 00 20 41 | ||
| 10.000000 | | 10.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | [[OBD:Data types#AABB|AABB]] X- | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#8C8CCC" | 00 00 58 C1 | | BGCOLOR="#8C8CCC" | 00 00 58 C1 | ||
| -13.500000 | | -13.500000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | AABB Y- | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FF00C8" | 00 80 2A C4 | | BGCOLOR="#FF00C8" | 00 80 2A C4 | ||
| -682.000000 | | -682.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | AABB Z- | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#F0F096" | 00 40 47 44 | | BGCOLOR="#F0F096" | 00 40 47 44 | ||
| 797.000000 | | 797.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | AABB X+ | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#00C864" | 00 00 22 42 | | BGCOLOR="#00C864" | 00 00 22 42 | ||
| 40.500000 | | 40.500000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | AABB Y+ | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#00C8FF" | 00 00 19 C4 | | BGCOLOR="#00C8FF" | 00 00 19 C4 | ||
| 612.000000 | | 612.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | AABB Z+ | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#C80040" | FE FF | | BGCOLOR="#C80040" | FE FF | ||
Line 126: | Line 128: | ||
| BGCOLOR="#0096C8" | 00 00 00 00 | | BGCOLOR="#0096C8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | unknown, always 0 | | ALIGN=LEFT | unknown, always 0 (was a raw file offset once?) | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FF80C0" | 04 00 00 00 | | BGCOLOR="#FF80C0" | 04 00 00 00 | ||
| 4 | | 4 | ||
| ALIGN=LEFT | bit 4 always set, bit 1 set if | | ALIGN=LEFT | bit 4 always set, bit 1 set if "sloped", bit 16 see below | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#D0C0AF" | 00 00 00 00 | | BGCOLOR="#D0C0AF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| ALIGN=LEFT | x-component of floor normal | | ALIGN=LEFT | if "sloped", x-component of floor/ceiling normal | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#D0C0AF" | 00 00 00 00 | | BGCOLOR="#D0C0AF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| ALIGN=LEFT | y-component of floor normal | | ALIGN=LEFT | if "sloped", y-component of floor/ceiling normal | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#D0C0AF" | 00 00 00 00 | | BGCOLOR="#D0C0AF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| ALIGN=LEFT | z-component of floor normal | | ALIGN=LEFT | if "sloped", z-component of floor/ceiling normal | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#D0C0AF" | 00 00 00 00 | | BGCOLOR="#D0C0AF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | if "sloped", distance of floor plane to origin | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#D0C0AF" | 00 00 00 00 | | BGCOLOR="#D0C0AF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | if "sloped", distance of ceiling plane to origin | ||
|} | |} | ||
; | ;0x00 - [[AKBP]] tree | ||
: | :This binary space partition (BSP) tree is used for a refined check against a character's position. | ||
: | ;0x08 - [[AKBA]] range | ||
; | :The "sides" of a BNV define the quads by which an AI can transit to adjacent BNVs. | ||
;0x10 - Children and siblings | |||
:Those occur when smaller BNVs are completely included into larger ones. | |||
:The bigger BNV only links to its first child. If there are several children, the sibling link is used to define the series. | |||
::Examples: lobby in {{{C3}}} (level3), big hall under main power line in {{{C8}}} (level10). | |||
;0x1C - Pathfinding grid | |||
:The RAW format is rather complex (see [[OBD:AKVA 0|HERE]]). It requires the X and Z size for parsing. | |||
:BNV 165 in level4 (far side of tarmac, behind the fence) has a non-zero X-Z grid size but no RAW data. | |||
::Notably, that one BNV also has the 16 flag set at 0x5C (see below). | |||
:The grid usually "bleeds" outside the (x,z) extent of the BNV. | :The grid usually "bleeds" outside the (x,z) extent of the BNV. | ||
:The amount of bleeding is defined by the grid's size (in tiles) and by the size of a tile. | :The amount of bleeding is defined by the grid's size (in tiles) and by the size of a tile. | ||
:The | :The grid seems to be always centered of the "floor" of the BNV's AABB (see above). | ||
: | ;0x30 - AABB | ||
: | :The axis-aligned bounding boxes are used for a first, quick check against a character's position. | ||
::[[ | ::(note that the AKVA itself is looked up via the octtree: 2nd [[IDXA]] of the [[AKOT]] + [[OTLF]]) | ||
: | ;0x5C - Floor and ceiling | ||
: | :Bitset: | ||
: | :*the 4 bit is always set (meaning unknown) | ||
:*the 16 bit is set only for BNV 165 of level4 (no RAW part, see above) | |||
: | :*the 1 bit is set for BNVs involving "sloped" floors and ceilings | ||
::(typical environment requiring this feature is compact staircases) | |||
:The sloped floor and ceiling are used to apply a final cut to the volume defined by the [[AKBP]] tree | |||
:The | ::(the walls of which are typically vertical (possibly not axis-aligned) and horizontal) | ||
:When the "sloped" bit isn't set, all 5 floats are always zero (and are probably ignored anyway). | |||
: | :''The 3 power lines in level10 have all 5 floats equal to zero even though the "sloped" bit is set | ||
: | ::''(possibly a design error: interestingly, BNV detection and pathfinding work fine for those 3). | ||
---- | ---- | ||
{{OBD_File_Footer|align=center|type=AKVA|prev=AKOT|next=BINA|name=BNV Node Array|family=Level|onistuff=akva}} | {{OBD_File_Footer|align=center|type=AKVA|prev=AKOT|next=BINA|name=BNV Node Array|family=Level|onistuff=akva}} | ||
[[Category:Pathfinding]] |
Revision as of 03:08, 19 April 2007
|
- BNVs are volumes that have a pathfinding grid assigned to them.
- The grid itself is in the RAW, while its overall parameters are in the DAT.
Hex | Translation | Meaning |
01 4E 02 00 | 590 | 00590-.AKVA |
01 00 00 06 | 3 | level 3 |
AD DE | dead | not used |
1E 01 00 00 | 286 | 286 BNV nodes in array |
First BNV node (black outline) | ||
00 00 00 00 | 0 | index into AKBP array : BSP tree for this BNV |
00 00 00 00 | 0 | BNV's ID (same as index in array) |
00 00 00 00 | 0 | index into AKBA array : "side" range start |
06 00 00 00 | 6 | index into AKBA array : "side" range end |
FF FF FF FF | -1 | index in array of child BNV |
FF FF FF FF | -1 | index in array of sibling BNV |
FF FF FF FF | -1 | unknown, always -1 |
C9 00 00 00 | 201 | size of the pathfinding grid along x : 201 tiles |
16 00 00 00 | 22 | size of the pathfinding grid along z : 22 tiles |
A0 3A 47 00 | 0x473AA0 | offset of the pathfinding grid data in the RAW file : 0x473AA0 |
F7 01 00 00 | 503 | size of the pathfinding grid data in the RAW file : 503 bytes |
00 00 80 40 | 4.000000 | tile size of the pathfinding grid |
00 00 20 41 | 10.000000 | AABB X- |
00 00 58 C1 | -13.500000 | AABB Y- |
00 80 2A C4 | -682.000000 | AABB Z- |
00 40 47 44 | 797.000000 | AABB X+ |
00 00 22 42 | 40.500000 | AABB Y+ |
00 00 19 C4 | 612.000000 | AABB Z+ |
FE FF | 64534 | unknown, always -2 |
FE FF | 64534 | unknown, always -2 |
00 00 00 00 | 0 | BNV's ID again |
00 00 00 00 | 0 | unknown, always 0 |
00 00 00 00 | 0 | unknown, always 0 |
00 00 00 00 | 0 | unknown, always 0 (was a raw file offset once?) |
04 00 00 00 | 4 | bit 4 always set, bit 1 set if "sloped", bit 16 see below |
00 00 00 00 | 0.000000 | if "sloped", x-component of floor/ceiling normal |
00 00 00 00 | 0.000000 | if "sloped", y-component of floor/ceiling normal |
00 00 00 00 | 0.000000 | if "sloped", z-component of floor/ceiling normal |
00 00 00 00 | 0.000000 | if "sloped", distance of floor plane to origin |
00 00 00 00 | 0.000000 | if "sloped", distance of ceiling plane to origin |
- 0x00 - AKBP tree
- This binary space partition (BSP) tree is used for a refined check against a character's position.
- 0x08 - AKBA range
- The "sides" of a BNV define the quads by which an AI can transit to adjacent BNVs.
- 0x10 - Children and siblings
- Those occur when smaller BNVs are completely included into larger ones.
- The bigger BNV only links to its first child. If there are several children, the sibling link is used to define the series.
- Examples: lobby in {{{C3}}} (level3), big hall under main power line in {{{C8}}} (level10).
- 0x1C - Pathfinding grid
- The RAW format is rather complex (see HERE). It requires the X and Z size for parsing.
- BNV 165 in level4 (far side of tarmac, behind the fence) has a non-zero X-Z grid size but no RAW data.
- Notably, that one BNV also has the 16 flag set at 0x5C (see below).
- The grid usually "bleeds" outside the (x,z) extent of the BNV.
- The amount of bleeding is defined by the grid's size (in tiles) and by the size of a tile.
- The grid seems to be always centered of the "floor" of the BNV's AABB (see above).
- 0x30 - AABB
- The axis-aligned bounding boxes are used for a first, quick check against a character's position.
- 0x5C - Floor and ceiling
- Bitset:
- the 4 bit is always set (meaning unknown)
- the 16 bit is set only for BNV 165 of level4 (no RAW part, see above)
- the 1 bit is set for BNVs involving "sloped" floors and ceilings
- (typical environment requiring this feature is compact staircases)
- The sloped floor and ceiling are used to apply a final cut to the volume defined by the AKBP tree
- (the walls of which are typically vertical (possibly not axis-aligned) and horizontal)
- When the "sloped" bit isn't set, all 5 floats are always zero (and are probably ignored anyway).
- The 3 power lines in level10 have all 5 floats equal to zero even though the "sloped" bit is set
- (possibly a design error: interestingly, BNV detection and pathfinding work fine for those 3).
ONI BINARY DATA |
---|
AKOT << Other file types >> BINA |
AKVA : BNV Node Array |
Level file |