XML:DOOR: Difference between revisions
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==using a new door class== | ==using a new door class== | ||
Before importing doors via | Before importing doors via "[[XML:ONLV#The_master_xml_file|master file]]" you must place the door class and its TXMP(s) inside the "shared" folder. | ||
After level creation, the new door class its animation must be placed in level 0/X. | After level creation, the new door class and its animation must be placed in level 0/X. | ||
Revision as of 17:43, 15 February 2014
DOOR : Door | ||
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XML
CRSA << Other file types >> DPge |
general information
- The xml code on this page was extracted with onisplit v0.9.96.0
- DOOR files are stored globally (AE/GameDataFolder/level0_Final)
- DOOR files are used by BINACJBODOOR <Class>
file structure
DOOR | +-- OFGA | +-- M3GM (holds <Texture> TXMP link to external file) | +-- PNTA <Points> +-- VCRA <VertexNormals> +-- VCRA <FaceNormals> +-- TXCA <TextureCoordinates> +-- IDXA <TriangleStrips> +-- IDXA <FaceNormalIndices>
XML tags
DOOR
tag | type | description |
---|---|---|
<Geometries> | - | contains 2 <Link> tags but only one is used (is this correct for all DOOR files?) |
<Link> | link | OFGA instance number (#N) |
<Animation> | link | OBANfile.oni (file suffix not used) |
<AISoundAttenuation> | float | passed sound "attenuation", exact formula unknown |
<AISoundAllow> | flag | AI sound types which are allowed to pass:
|
<AISoundType> | flag | AI sound types:
|
<AISoundDistance> | float | AI sound volume ? |
<OpenSound> | char[32] | OSBDfile.imp.oni (file prefix and suffix not used), 32 letters allowed |
<CloseSound> | char[32] | OSBDfile.imp.oni (file prefix and suffix not used), 32 letters allowed |
OFGA
Read on HERE.
sample code
DOORAIRglass01.xml
<?xml version="1.0" encoding="utf-8"?> <Oni> <DOOR id="0"> <Geometries> <Link>#1</Link> <Link></Link> </Geometries> <Animation>OBANAIRglass01_anim</Animation> <AISoundAttenuation>0.5</AISoundAttenuation> <AISoundAllow>Gunfire</AISoundAllow> <AISoundType>None</AISoundType> <AISoundDistance>100</AISoundDistance> <OpenSound>door2_shrt</OpenSound> <CloseSound>door2_shrt</CloseSound> </DOOR> <OFGA id="1"> <EnvParticle></EnvParticle> <Elements> <OFGAElement> <GunkFlags></GunkFlags> <Geometry>AIRglass01_3.dae</Geometry> </OFGAElement> <OFGAElement> <GunkFlags></GunkFlags> <Geometry>AIRglass01_4.dae</Geometry> </OFGAElement> <OFGAElement> <GunkFlags></GunkFlags> <Geometry>AIRglass01_5.dae</Geometry> </OFGAElement> </Elements> </OFGA> </Oni>
door geometry export
onisplit -extract:xml output_path path_to/DOOR*.oni
This will extract some meta data in an xml file and the 3D content is stored in dae file(s).
DOOR and TXMP files must be in the same folder.
door geometry import
onisplit -create output_path path_to/DOOR*.xml
The 3D content can probably also be referenced with absolute file paths but to keep things simple the dae files should be in the same folder.
Such simple reference (relative path) is seen here in the sample code. So, it will be just the file name in <Geometry>.
Of course TXMP are required for the new new 3D content.
door animation export
Basically it's:
onisplit -extract:dae output_path path_to/OBANfile.oni -geom:M3GMfile.oni
door animation import
[...]
using a new door class
Before importing doors via "master file" you must place the door class and its TXMP(s) inside the "shared" folder.
After level creation, the new door class and its animation must be placed in level 0/X.
in shared folder * DOOR file * TXMP file (one for each embedded M3GM instance) in level 0 / level X* * DOOR file * OBAN file
* As long as these two files are in the same folder it doesn't matter if they are stored 'globally' or 'locally' stored. Not tested on Mac.
- Notes about original doors
- In original game levels there are files like this "M3GMdoor_1_0.oni". That's the animated door part.
- But onisplit will store the animated door part inside ONLV so we don't need extra M3GMs. --paradox-01 (talk) 18:41, 15 February 2014 (CET)