OBD:AKVA
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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 the same |
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 | int16 | FE FF | -2 | unknown; always the same |
0x4a | int16 | FE FF | -2 | unknown; always the same |
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 |