XML:DOOR: Difference between revisions

From OniGalore
Jump to navigation Jump to search
(updating page based on onisplit 0.9.96.0; "door animation import" section is going to be filled later)
mNo edit summary
Line 155: Line 155:


==using a new door class==
==using a new door class==
Before importing doors via the "[[XML:ONLV#The_master_xml_file|master file]]" you must place the door class file and its TXMP(s) inside the "shared" folder.
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
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

CRSA << Other file types >> DPge

switch to OBD page

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:
All
Combat
Gunfire
None
<AISoundType> flag AI sound types:
Unimportant
Interesting
Danger
Melee
Gunfire
None
<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)