OBD:DOOR
- This is about the door class resource. For door instances, see OBD:BINA/OBJC/DOOR.
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| Offset | Type | Raw Hex | Value | Description |
|---|---|---|---|---|
| 0x00 | res_id | 01 2B 03 00 | 811 | 00811-wh_door1side.DOOR |
| 0x04 | lev_id | 01 00 00 00 | 0 | level 0 |
| 0x08 | link | 01 2C 03 00 | 812 | link to 00812-.OFGA |
| 0x0C | link | 00 00 00 00 | unused | link to another OFGA file; never used in Oni |
| 0x10 | link | 01 28 03 00 | 808 | link to 00808-small_anim.OBAN |
| 0x14 | float | 00 00 00 3F | 0.500000 | passable sound attenuation; 0 - no effect, 1 - completely attenuated |
| 0x18 | int32 | 02 00 00 00 | 2 | AI sound types which are allowed to pass, see below |
| 0x1C | int32 | FF FF FF FF | -1 | AI sound type:
|
| 0x20 | float | 00 00 C8 42 | 100.000000 | AI sound radius |
| 0x24 | char[32] | door2_shrt | door open sound (reference to 08355-door2_shrt.imp.OSBD) | |
| 0x44 | char[32] | door2_shrt | door close sound (reference to 08355-door2_shrt.imp.OSBD) | |
| 0x64 | offset | 00 00 00 00 | 0 | raw offset for open impulse sound; runtime only |
| 0x68 | offset | 00 00 00 00 | 0 | raw offset for close impulse sound; runtime only |
Geometry and animation
- The geometry referenced here is normally used only when a level is designed. Once a level is created the geometry is baked into the environment and it is also copied into a separate geometry that is referenced by an object. The texture referenced by the door geometry may be overridden by the texture specified in the door object.
- In contrast, the door animation is used in-game. Unlike other object animations, door animations are "local" or relative; they do not contain the absolute door position, and as a result they can be used for doors in different locations.
About passable sounds (fields 0x14, 0x18)
- Selected sound types (field 0x18) are allowed to pass through a door while the rest of the sound types are halted as if the door were a wall. To be clear, this is in reference to the sound spheres used by the AI; it does not affect a player's ability to hear the actual sounds.
- 0x18:
- 0 - all sound types allowed through
- 1 - unimportant and interest sound types halted, rest allowed through
- 2 - unimportant, interest, danger,melee sound types halted, gunfire type allowed through
- 3 - all sound types halted
- When an AI2 sound sphere is allowed to pass, it is "attenuated" (field 0x14) — its reach is shortened. This shortening is not visible via ai2_showsounds=1 (the command will show the whole AI2 sound sphere). The attenuation does not depend on how far from the door the source of the sound is.
| ONI BINARY DATA |
|---|
| CRSA << Other file types >> DPge |
| DOOR : Door |
| Level file |

