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→‎Level files hierarchy: um, what is AKEB? is it AKBA? =^_^=
m (→‎Level files hierarchy: um, what is AKEB? is it AKBA? =^_^=)
 
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{{finish}}
{{XML_File_Header | prev=ONLD | type=ONLV | next=ONSK | name=Oni Game Level}}


__TOC__


Custom levels that has been created so far:
* [http://oni.bungie.org/community/forum/viewtopic.php?id=1506 Maze]
* [http://oni.bungie.org/community/forum/viewtopic.php?id=1736 Arena]
* [http://oni.bungie.org/community/forum/viewtopic.php?id=1957 Hexagon]
* [http://oni.bungie.org/community/forum/viewtopic.php?id=1938 Junkyard]
* [http://oni.bungie.org/community/forum/viewtopic.php?id=2001 Mini-Partenon]


OCF threads about level creation:
ONLV and AKEV should not be extracted as XML unless it is for the purpose of trouble shooting or research. The extracted XMLs cannot be used for level creation.
* '''[http://oni.bungie.org/community/forum/viewtopic.php?id=2087 "Creating the Lair - A level tutorial"]'''
* [http://oni.bungie.org/community/forum/viewtopic.php?id=1515 "Creating new levels"]
* [http://oni.bungie.org/community/forum/viewtopic.php?pid=33838 "Create levels with pathfinding grids"]
* [http://oni.bungie.org/community/forum/viewtopic.php?id=2000 "More questions about levels"]
* [http://oni.bungie.org/community/forum/viewtopic.php?id=2003 "Sketchup tutorials for making levels"]
* [http://oni.bungie.org/community/forum/viewtopic.php?pid=37252#p37252 "Modding Existing levels - Beta" ("Moveable furniture" post)]


wiki pages about levels:
If you want to create a new level check out the '''[[Creating a level|corresponding tutorial]]'''.
* [[AE:Levels]]
* [[AE:Lightmapping_levels]]
* [[SketchUp_tutorials_and_tips|SketchUp tutorials and tips]]


==ONLV==
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
|valign="top"| <ONLV id="...">
|valign="top"| integer
| ONLV's instance number. Should be 0.
|-
|valign="top"| <Name>
|valign="top"| char[64]
| Name of BSL '''folder'''.
: Save game slot and level number are defined inside [[XML:ONLD|ONLD]].
|-
|valign="top"| <Environment>
|valign="top"| link
| Link to [[XML:AKEV|AKEV]] via '''file''' name (AKEV''name'', don't use file suffix .oni)
: Level geometry.
|-
|valign="top"| <Objects>
|valign="top"| link
| Link to [[#OBOA|OBOA]] via '''instance''' number (#''N'').
: The OBOA instance holds doors, animated objects (usually for cutscenes) and pushable objects (which are not used the original game due to unfinished physics code).
|-
|valign="top"| <SkyBox>
|valign="top"| link
| Link to [[XML:ONSK|ONSK]] via '''file''' name (ONSK''name'', don't use file suffix .oni)
: This is the skybox.
|-
|valign="top"| <Characters>
|valign="top"| link
| Link to [[XML:AISA|AISA]] via '''file''' name (AISA''name'', don't use file suffix .oni)
: This "AI Setup Array" is an alternative character list. [[XML:BINA/OBJC/CHAR|BINACHAR]] is more powerful.
|-
|valign="top"| <ObjectQuadMap>
|valign="top"| link
| Link to [[#ONOA|ONOA]] via '''instance''' number (#''N'').
: This "Object Array" holds functional objects – doors, furniture, turrets, triggers and consoles. In addition, it appears that the engine only searches for door-type objects.
|-
|valign="top"| <Particles>
|valign="top"| link
| Link to [[#ENVP|ENVP]] via '''instance''' number (#''N'').
: These "Environment Particle" are traditionally only used for door lock lights and particles used by [[XML:OFGA|OFGAs]].
|-
|valign="top"| <Corpses>
|valign="top"| link
| Link to [[#CRSA|CRSA]] via '''instance''' number (#''N'').
: This is a "Corpse Array". It's used to spawn dead characters such as Chung in Chapter 1.
|}


===xml section===
==OBOA==
For praxis information see: "Creating the Lair - A level tutorial" link.
Used for movable/moving objects.


{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
| <OBOA id="...">
| integer
| Instance ID. Should be 1.
|-
| <Objects>
| -
| Array of <OBOAObject> tags.
|-
| <OBOAObject>
| -
| There are always 32 empty objects plus those that are actually used
|-
| <Geometry>
| "#" + integer
| Link to M3GA instance. Doors have two separate models: an animated and a static one. If this <Geometry> links to a door, it will be the animated model.
|-
| <Animation>
| link
| OBAN''name''.
|-
| <Particle>
| # + integer
| Link to ENVP instance. There can be multiple ENVP instances – one for a lock light and others for additional particles.
|-
|valign="top"| <Flags>
|valign="top"| flags
|
: None
: InUse
: NoCollision (any effect? no collision is default behavior)
: NoGravity
: FaceCollision (for doors)
|-
| <DoorGunkId>
| int32
| The index of the door frame GQ (only used for door objects)
|-
| <DoorId>
| int32
| Only used for doors; in the case of double doors, both doors have the same ID and they are flagged as "InUse FaceCollision"
|-
|valign="top"| <PhysicsType>
|valign="top"| flags
|
: None
: Static
: Linear (pushable object)
: Animated (animated via OBAN)
: Newton (same as Linear)
|-
| <ScriptId>
| int32
| Scripting ID; used by BSL function '''obj_create'''; "65535" means not used.
|-
| <Position>
| vector
| Float x3. Not used for animated objects.
|-
| <Rotation>
| quaternion
| Float x4. Not used for animated objects.
|-
| <Scale>
| float
| Not used for animated objects.
|-
| <Transform>
| matrix
| Float 3*3 + 3 more floats for the X Y Z position of the object. For more information on the matrix, see [[OBD:CRSA]]. Used for animated objects.
|-
| <Name>
| char[64]
| Name of the object; informational only.
|}


ONLV = Oni Level file
==ONOA==
Used by static objects (imported by object list).


file structure
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
| <ONOA id="...">
| integer
| Instance ID.
|-
| <Elements>
| -
| This is an int32 array for the <ONOAElement> tags.
|-
| <ONOAElement>
| -
|
|-
|valign="top"| <ObjectId>
|valign="top"| integer
| Object ID and type to which this quad belongs (see AKEV's [[XML:AKEV#AGQG|AGQG]] for details).
: Actual object IDs can also be found in BINA/OBJC/####.
|-
| <QuadList>
| "#" + integer
| Link to IDXA instance. Each object has its own IDXA instance.
|}


* ONLV instance
Where do the links go to again?
: <Name> - this is your BSL folder (save game slot and level number are defined inside [[OBD_talk:ONLD|ONLD]])
: <Environment> - link to AKEV file (solid level geometry)
: <Objects> - link to OBOA instance (animated level geometry, sometimes particles)
: <SkyBox> - link to skybox file
: <Characters> - link to AISA file (pendant of [[OBD_talk:BINA/OBJC/CHAR#XML|BINACJBOCharacter file]]), holds character spawn collection
: <ObjectQuadMap> - link to ONOA instance (maybe spawnable / function holding objects ?)
: <Particles> - link to ENVP instance (pendant of [[OBD_talk:BINA/OBJC/PART|BINACJBOParticle]]), holds particle spawn collection, door lock lights are typically stored inside ENVP
: <Corpses> - link to CRSA instance (corpses consist of 19 body parts)
* OBOA instance
: ...
* ONOA instance
: ...
* ENVP instance
: ...
* CRSA instance
: ...
* M3GA
: ...
* IDXA
: ...


ONOA <ObjectId> -> AKEV AGQG -> BINA/OBJC/#### by type and ID
ONOA <QuadList> -> ONOA IDXA -> AKEV AGQG by order


==ENVP==
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
| <ENVP id="...">
| integer
| Instance ID.
|-
| <Particles>
| -
| This is an int16 array for the <ENVPParticle> tags. If there's not going to be any contents, you put <Particles /> here.
|-
| <ENVPParticle>
| -
|
|-
| <Class>
| char[64]
| <font color="#777777">BINA3RAP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font>.
|-
| <Tag>
| char[48]
| Particle's scripting name for BSL commands; see [[XML:OFGA#XML_tags|OFGA]] for more information on name composition.
|-
| <Transform>
| matrix
| Float 3*3 + 3 more floats for the X Y Z position of the particle. For more information on the matrix, see [[OBD:CRSA]].
|-
| <DecalScale>
| int32, int32
| X Y
|-
|valign="top"| <Flags>
|valign="top"| flag
|
: None
: NotInitiallyCreated
|}


'''flags in the <OBOAObject> section'''
==CRSA==
: <Flags>
{| class="wikitable" width="100%"
:: <!-- None -->
!width=150px| XML tag
:: InUse
!width=120px| Content type
:: NoCollision
! Description
:: NoGravity
|-
:: FaceCollision
| <CRSA id="...">
: <PhysicsType>
| integer
:: <!-- None -->
| Instance ID.
:: Static
|-
:: Linear
|valign="top"| <FixedCount>
:: Animated
|valign="top"| integer
:: Newton
| The array capacity of <Corpses> is larger than the number of "fixed"/"used" corpses in order to allow the engine to store new corpses at runtime. "Fixed" means that those corpses are never overwritten/deleted at runtime – all new corpses are stored after the "fixed" ones. This means that "fixed" <= "used" <= "capacity".
|-
| <UsedCount>
| integer
|-
|valign="top"| <Corpses>
|valign="top"| -
| This is an int32 array for the <CRSACorpse> tags. By default, Oni wants 20 slots for corpses. Unused corpses have their matrix and bounding box filled with zeroes.
|-
|valign="top"| <CRSACorpse>
|valign="top"| -
| [[Authoring_custom_camera_animations|New corpses]] can be made with the BSL command '''make_corpse filename''' and some hex-editing. The pose of the corpse is taken from the player character. The contents of the files thus created can then be inserted as elements in a level's CRSA.
|-
| <CharacterClass>
| link
| [[XML:ONCC|ONCC]]''name''
|-
| <Transforms>
| -
| There are 19 <Matrix4x3> for each <Transforms> (which represents a body part).
|-
| <Matrix4x3>
| matrix
| Float 3x3 + float x3 for the last 3 values (X Y Z position). For more information about the matrix, see [[OBD:CRSA]].
|-
| <BoundingBox>
| -
| Bounding box of the whole corpse.
|-
| <Min>
| float x3
|
|-
| <Max>
| float x3
|
|}


==M3GA==
There can be one M3GA instance per animated object. Animated meshes of doors are embedded in ONLV. All other animated meshes are stored outside it as M3GM files.


Sample code from a trimmed warehouse level.
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
| <M3GA id="...">
| integer
| Instance ID.
|-
| <Geometries>
| -
| This is an int32 array for the <Link> tags.
|-
|valign="top"| <Link>
|valign="top"| link
|
: #''N'' (instance number) (for non-door)
: M3GM''name'' (for door)
It can happen that you see here references to DAE files. This happens when the ONLV was created with some older OniSplit version (like 0.9.86.0) and if the ONLV was converted to xml in absence of the resources used by M3GA.
|}


<font color="#FF0000">'''''[...]'''''</font> mean another Corpse code block. There are usually 20 in total. They are somehow needed to prevent bugs.
==M3GM==
Read about them here [[XML:M3GM|HERE]]. Note that M3GMs have their own component instances: PNTA, VCRA (x2), TXCA, IDXA (x2). Doors store their animated model in ONLV, while the static model comes from BINACJBODOOR.oni, which also links to M3GM files.


<?xml version="1.0" encoding="utf-8"?>
==IDXA==
<Oni>
{| class="wikitable" width="100%"
    <ONLV id="0">
!width=150px| XML tag
        <Name>EnvWarehouse</Name>
!width=120px| Content type
        <Environment>AKEVEnvWarehouse</Environment>
! Description
        <Objects>#1</Objects>
|-
        <SkyBox>ONSKafternoon</SkyBox>
| <IDXA id="...">
        <Characters>AISAlevel1_scripts</Characters>
| integer
        <ObjectQuadMap>#2</ObjectQuadMap>
| Instance ID.
        <Particles>#3</Particles>
|-
        <Corpses>#4</Corpses>
| <Indices>
    </ONLV>
| -
    <OBOA id="1">
| This is an Int32 array for the <Int32> tags.
        <Objects />
|-
    </OBOA>
|valign="top"| <Int32>
    <ONOA id="2">
|valign="top"| int32
        <Elements />
|
    </ONOA>
; From ONOA to AGQG elements
    <ENVP id="3">
: Link to <AGQGQuad>s in [[XML:AKEV#AGQG|AGQG]] by order. (The array in AGQG starts with 0, so for example <Int32>6</Int32> would link to the 7th <AGQGQuad>.)
        <Particles />
; From M3GM to PNTA elements
    </ENVP>
: Read more [[XML:M3GM#PNTA|HERE]].
    <CRSA id="4">
; From M3GM to VCRA elements
        <FixedCount>0</FixedCount>
: Read more [[XML:M3GM#VCRA|HERE]].
        <UsedCount>0</UsedCount>
|}
        <Corpses>
            <CRSACorpse>
                <CharacterClass></CharacterClass>
                <Transforms>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                    <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                </Transforms>
                <BoundingBox>
                    <Min>0 0 0</Min>
                    <Max>0 0 0</Max>
                </BoundingBox>
            </CRSACorpse>
          <font color="#FF0000">'''''[...]'''''</font>
        </Corpses>
    </CRSA>
</Oni>


'''not empty OBOA - example from level 19'''
==Level files hierarchy==
{| width="100%" style="text-align:center; empty-cells: hide"
|width="20%" style="background-color:#CCFFCC;"| (un)colored cell = file
|width="20%" style="background-color:#CCFFCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| striped cell = embedded instance
|width="20%"|
|width="20%"|
|width="20%"|
|}


(exported ONLV files seem to contain 32 empty <OBOAObject> sections)
{|class="wikitable" width="100%" style="text-align:center"
|style="background-color:#DDDDDD;"| ONLV
|width="20%"|
|width="20%"|
|width="20%"|
|width="20%"|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF;"| AKEV
|
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| PNTA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| PLEA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| TXCA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AGQG
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AGQR
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AGQC
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AGQC
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AGDB
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| TXMA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
| TXMP
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKVA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKBA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| IDXA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKBP
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ABNA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKOT
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| OTIT
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"|OTLF
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| QTNA
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| IDXA
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKAA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKDA
|
|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| OBOA
|
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| M3GA
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
|style="background-color:#FFCCCC;"| M3GM
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFCCCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| PNTA
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFCCCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| VCRA
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFCCCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| TXCA
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFCCCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| IDXA
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
|
| [[Image:Chart turn right.gif]]
| TXMP
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
| OBAN
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ENVP
|
|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ONMA
|
|
|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ONFA
|
|
|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ONTA
|
|
|
|-
| [[Image:Chart turn right.gif]]
| ONSK
|
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
| TXMP
|
|
|-
| [[Image:Chart fork right.gif]]
| AISA
|
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
| ONCC
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
| ONWC
|
|
|-
| [[Image:Chart fork right.gif]]
| AITR
|
|
|
|-
| [[Image:Chart fork right.gif]]
| ONSA
|
|
|
|-
| [[Image:Chart fork right.gif]]
| OBDC
|
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
|style="background-color:#FFFFAA;"| M3GM
|
|
|-
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFFFAA; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| PNTA
|
|-
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFFFAA; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| VCRA
|
|-
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFFFAA; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| TXCA
|
|-
| [[Image:Chart descend.gif]]
|
| [[Image:Chart fork right.gif]]
|style="background-color:#FFFFAA; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| IDXA
|
|-
| [[Image:Chart descend.gif]]
|
| [[Image:Chart turn right.gif]]
| TXMP
|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ONOA
|
|
|
|-
| [[Image:Chart descend.gif]]
| [[Image:Chart turn right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| IDXA
|
|
|-
| [[Image:Chart fork right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| ENVP
|
|
|
|-
| [[Image:Chart turn right.gif]]
|style="background-color:#DDDDDD; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| CRSA
|
|
|
|-
|
| [[Image:Chart turn right.gif]]
| ONCC
|
|
|}


If I remember correctly this one is only an object for the cutscene. Maybe the real floor(s) (those with collision) can be tracked down with the id used by bsl.
{{XML}}
 
 
 
            <OBOAObject>
                <Geometry>#347</Geometry>
                <Animation>OBANDishFloor01</Animation>
                <Particle></Particle>
                <Flags>InUse</Flags>
                <DoorGunkId>0</DoorGunkId>
                <DoorId>0</DoorId>
                <PhysicsType>Animated</PhysicsType>
                <ScriptId>204</ScriptId>
                <Position>-183 99.59154 -2501.25</Position>
                <Rotation>0.7071067 -1.545431E-08 1.545431E-08 0.7071068</Rotation>
                <Scale>1</Scale>
                <Transform>1 -4.371139E-08 -5.21253064E-16 0 1.19248806E-08 -1 4.371139E-08 1 1.19248806E-08 -183 99.5815353 -2501.25</Transform>
                <Name>object_DishFloor01</Name>
            </OBOAObject>
 
 
'''not empty ENVP - example from level 19''''
            <ENVPParticle>
                <Class>locklight</Class>
                <Tag>mainchamber_locklight01</Tag>
                <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 -391.790527 58.0480423 -1364.412</Transform>
                <DecalScale>1 1</DecalScale>
                <Flags></Flags>
            </ENVPParticle>
 
<Transform> - the last 3 values are the position (x, y, z)
 
 
===spawnable geometry===
In Oni's last level, the platform of the big satellite dish can be spawned/deleted from BSL. Characters on it will fall down when the platform becomes deleted.
 
I tested that long time ago, I think OBOA used for it (at least in the original data).
 
If OBOA import is not allowed maybe we can add more such things with the physics.xml and then use the <ScriptId> for BSL? What options exist for <Flags> and <Physics> ?
 
 
Possible applications:
* grids in front of ventilation shafts
* ground/ceiling/objects for cutscenes that become partially destroyed
* destrucable walls [http://www.youtube.com/watch?v=qgJUbPWX5yE like in Deus Ex 3] (trigger volume, replacing punch anim with punch-through-wall anim)
 
------ 
 
Perhaps this will help: http://oni.bungie.org/community/forum/viewtopic.php?pid=36765#p36765
 
In the textures.xml file you can set the environment's collision info by texture.
 
Also, you can add OBAN in the physics.xml file like this, though I have not fully tested this.
 
        <Object Name="object_Zipthing01">
            <ScriptId>71</ScriptId>
            <Geometry>M3GMZipthing01.oni</Geometry>
            <Animation>OBANZipthing01.oni</Animation>
        </Object>
 
If you extract the AKEV for the compound level, the big dish is part of the environment.  env_show is used to show and hide the dish.  However, currently, OniSplit does not support that feature.
 
[[User:EdT|EdT]] 01:11, 6 June 2012 (CEST)