OBD:AKVA: Difference between revisions
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{{OBD_File_Header | {{OBD_File_Header | type=AKVA | prev=AKOT | next=BINA | name=BNV Node Array | family=Level | align=center}} | ||
[[image:akva_a.gif]] | |||
{ | {{Table}} | ||
{{OBDth}} | |||
{{OBDtr| 0x00 | res_id |FF0000| 01 4E 02 00 | 590 | 00590-.AKVA }} | |||
{{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | |||
| | {{OBDtr| 0x08 | char[20] |00FF00| AD DE | dead | unused }} | ||
| | {{OBDtr| 0x1C | int32 |00FFFF| 1E 01 00 00 | 10000 | array size }} | ||
| | {{OBDtrBK}} | ||
| 590 | {{OBDtr| 0x00 | int32 |FFC8C8| 00 00 00 00 | 0 | index into [[OBD:AKBP|AKBP]] array; BSP tree for this BNV }} | ||
{{OBDtr| 0x04 | int32 |FFFFC8| 00 00 00 00 | 0 | BNV's ID (same as index in array) }} | |||
| | {{OBDtr| 0x08 | int32 |C8FFC8| 00 00 00 00 | 0 | index into [[OBD:AKBA|AKBA]] array; "side" range start }} | ||
| | {{OBDtr| 0x0C | int32 |C8FFC8| 06 00 00 00 | 6 | index into [[OBD:AKBA|AKBA]] array; "side" range end }} | ||
| 3 | {{OBDtr| 0x10 | int32 |C8FFFF| FF FF FF FF | -1 | index in array of child BNV }} | ||
{{OBDtr| 0x14 | int32 |C8FFFF| FF FF FF FF | -1 | index in array of sibling BNV }} | |||
| | {{OBDtr| 0x18 | int32 |C8FFFF| FF FF FF FF | -1 | unknown (always -1 in level 3; other levels not checked) }} | ||
| | {{OBDtr| 0x1C | int32 |FFC8FF| C9 00 00 00 | 201 | size of the pathfinding grid along x in tiles }} | ||
| dead | {{OBDtr| 0x20 | int32 |FFC8FF| 16 00 00 00 | 22 | size of the pathfinding grid along z in tiles }} | ||
| | {{OBDtr| 0x24 | offset |FFC800| A0 3A 47 00 |00 47 3A A0| at this position starts the pathfinding grid part in the raw file }} | ||
| | {{OBDtr| 0x28 | int32 |C800C8| F7 01 00 00 | 503 | size of the pathfinding grid part in the raw file in bytes }} | ||
| | {{OBDtr| 0x2C | float |C87C64| 00 00 80 40 | 4.000000 | tile size of the pathfinding grid }} | ||
{{OBDtr| 0x30 | float |B0C3D4| 00 00 20 41 | 10.000000 | AABB X- (AABB <nowiki>=</nowiki> Axis-aligned bounding box) }} | |||
| | {{OBDtr| 0x34 | float |B0C3D4| 00 00 58 C1 | -13.500000| AABB X- }} | ||
{{OBDtr| 0x38 | float |B0C3D4| 00 80 2A C4 |−682.000000| AABB Z- }} | |||
| | {{OBDtr| 0x3C | float |E7CEA5| 00 40 47 44 | 797.000000| AABB X+ }} | ||
| | {{OBDtr| 0x40 | float |E7CEA5| 00 00 22 42 | 40.500000 | AABB Y+ }} | ||
| | {{OBDtr| 0x44 | float |E7CEA5| 00 00 19 C4 |-612.000000| AABB Z+ }} | ||
| 0 | {{OBDtr| 0x48 | int32 |FFDDDD| FE FF FE FF | -65538 | unknown; always the same in level 3 (other levels not checked); maybe these 4 bytes are two shorts <nowiki>==> then FEFF =</nowiki> -2 }} | ||
{{OBDtr| 0x4C | int32 |64AAAA| 00 00 00 00 | 0 | BNV's ID again }} | |||
| | {{OBDtr| 0x50 | int32 |EBEBEB| 00 00 00 00 | 0 | unknown, always zero }} | ||
| | {{OBDtr| 0x54 | int32 |EBEBEB| 00 00 00 00 | 0 | unknown, always zero }} | ||
| 0 | {{OBDtr| 0x58 | int32 |EBEBEB| 00 00 00 00 | 0 | unknown, always zero (was it a raw file offset once?) }} | ||
{{OBDtr| 0x5C | bitset32 |8C8CCC| 04 00 00 00 | 4 | identifier for the next five floats; see explanation below this table }} | |||
| | {{OBDtr| 0x60 | float |FF00C8| 00 00 00 00 | 0.000000 | if "sloped", x-component of floor/ceiling normal }} | ||
| | {{OBDtr| 0x64 | float |FF00C8| 00 00 00 00 | 0.000000 | if "sloped", y-component of floor/ceiling normal }} | ||
| 0 | {{OBDtr| 0x68 | float |FF00C8| 00 00 00 00 | 0.000000 | if "sloped", z-component of floor/ceiling normal }} | ||
{{OBDtr| 0x6C | float |FF00C8| 00 00 00 00 | 0.000000 | if "sloped", distance of floor plane to origin }} | |||
| | {{OBDtr| 0x70 | float |FF00C8| 00 00 00 00 | 0.000000 | if "sloped", distance of ceiling plane to origin }} | ||
| | |||
| 6 | |||
| | |||
| | |||
| -1 | |||
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| | |||
| -1 | |||
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| -1 | |||
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| 201 | |||
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| 22 | |||
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| 503 | |||
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| 4.000000 | |||
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| 10.000000 | |||
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| -13.500000 | |||
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| 797.000000 | |||
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| 40.500000 | |||
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| 612.000000 | |||
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| 0 | |||
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| 0 | |||
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| 0 | |||
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| 0 | |||
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| 4 | |||
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| 0.000000 | |||
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| 0.000000 | |||
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| 0.000000 | |||
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| | |||
| 0.000000 | |||
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| | |||
| 0.000000 | |||
|} | |} | ||
;0x00 - [[AKBP]] tree | |||
;General | |||
: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. | |||
:*Child [[OBD:AKBP|AKBP]] tree refines the volume after the [[OBD:Data types#AABB|AABB]] is checked | |||
:*Child [[OBD:AKBA|AKBA]] defines the "sides" needed by the pathfinding graph | |||
;0x00 - [[OBD:AKBP|AKBP]] tree | |||
:This binary space partition (BSP) tree is used for a refined check against a character's position. | :This binary space partition (BSP) tree is used for a refined check against a character's position. | ||
;0x08 - [[AKBA]] range | ;0x08 - [[OBD:AKBA|AKBA]] range | ||
:The "sides" of a BNV define the quads by which an AI can transit to adjacent BNVs. | :The "sides" of a BNV define the quads by which an AI can transit to adjacent BNVs. | ||
;0x10 - Children and siblings | ;0x10 - Children and siblings | ||
Line 171: | Line 66: | ||
;0x30 - AABB | ;0x30 - AABB | ||
:The axis-aligned bounding boxes are used for a first, quick check against a character's position. | :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]]) | ::(note that the AKVA itself is looked up via the octtree: 2nd [[OBD:IDXA_AKOT_2|IDXA]] of the [[OBD:AKOT|AKOT]] + [[OBD:OTLF|OTLF]]) | ||
;0x5C - Floor and ceiling | ;0x5C - Floor and ceiling | ||
:Bitset: | :Bitset: | ||
Line 178: | Line 73: | ||
:*the 1 bit is set for BNVs involving "sloped" floors and ceilings | :*the 1 bit is set for BNVs involving "sloped" floors and ceilings | ||
::(typical environment requiring this feature is compact staircases) | ::(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 sloped floor and ceiling are used to apply a final cut to the volume defined by the [[OBD:AKBP|AKBP]] tree | ||
::(the walls of which are typically vertical (possibly not axis-aligned) and horizontal) | ::(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). | :When the "sloped" bit isn't set, all 5 floats are always zero (and are probably ignored anyway). | ||
Line 185: | Line 80: | ||
{{OBD_File_Footer | type=AKVA | prev=AKOT | next=BINA | name=BNV Node Array | family=Level}} | |||
{{OBD_File_Footer | |||
Revision as of 15:54, 18 September 2007
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 4E 02 00 | 590 | 00590-.AKVA |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[20] | AD DE | dead | unused |
0x1C | int32 | 1E 01 00 00 | 10000 | array size |
First element (black outline) | ||||
0x00 | int32 | 00 00 00 00 | 0 | index into AKBP array; BSP tree for this BNV |
0x04 | int32 | 00 00 00 00 | 0 | BNV's ID (same as index in array) |
0x08 | int32 | 00 00 00 00 | 0 | index into AKBA array; "side" range start |
0x0C | int32 | 06 00 00 00 | 6 | index into AKBA array; "side" range end |
0x10 | int32 | FF FF FF FF | -1 | index in array of child BNV |
0x14 | int32 | FF FF FF FF | -1 | index in array of sibling BNV |
0x18 | int32 | FF FF FF FF | -1 | unknown (always -1 in level 3; other levels not checked) |
0x1C | int32 | C9 00 00 00 | 201 | size of the pathfinding grid along x in tiles |
0x20 | int32 | 16 00 00 00 | 22 | size of the pathfinding grid along z in tiles |
0x24 | offset | A0 3A 47 00 | 00 47 3A A0 | at this position starts the pathfinding grid part in the raw file |
0x28 | int32 | F7 01 00 00 | 503 | size of the pathfinding grid part in the raw file in bytes |
0x2C | float | 00 00 80 40 | 4.000000 | tile size of the pathfinding grid |
0x30 | float | 00 00 20 41 | 10.000000 | AABB X- (AABB = Axis-aligned bounding box) |
0x34 | float | 00 00 58 C1 | -13.500000 | AABB X- |
0x38 | float | 00 80 2A C4 | −682.000000 | AABB Z- |
0x3C | float | 00 40 47 44 | 797.000000 | AABB X+ |
0x40 | float | 00 00 22 42 | 40.500000 | AABB Y+ |
0x44 | float | 00 00 19 C4 | -612.000000 | AABB Z+ |
0x48 | int32 | FE FF FE FF | -65538 | unknown; always the same in level 3 (other levels not checked); maybe these 4 bytes are two shorts ==> then FEFF = -2 |
0x4C | int32 | 00 00 00 00 | 0 | BNV's ID again |
0x50 | int32 | 00 00 00 00 | 0 | unknown, always zero |
0x54 | int32 | 00 00 00 00 | 0 | unknown, always zero |
0x58 | int32 | 00 00 00 00 | 0 | unknown, always zero (was it a raw file offset once?) |
0x5C | bitset32 | 04 00 00 00 | 4 | identifier for the next five floats; see explanation below this table |
0x60 | float | 00 00 00 00 | 0.000000 | if "sloped", x-component of floor/ceiling normal |
0x64 | float | 00 00 00 00 | 0.000000 | if "sloped", y-component of floor/ceiling normal |
0x68 | float | 00 00 00 00 | 0.000000 | if "sloped", z-component of floor/ceiling normal |
0x6C | float | 00 00 00 00 | 0.000000 | if "sloped", distance of floor plane to origin |
0x70 | float | 00 00 00 00 | 0.000000 | if "sloped", distance of ceiling plane to origin |
- General
- 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.
- 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 CHAPTER 03 . PUZZLE PIECES (level3), big hall under main power line in CHAPTER 08 . AN INNOCENT LIFE (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 |