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===the master xml file=== | ===the master xml file=== | ||
{| class="wikitable" style="float:right" | |||
| | |||
; mandatory files for level import | |||
* ''level_environment''.dae | |||
* ''level_bnv''.dae | |||
* ''level_textures.tga/jpg/(dds?) | |||
* Character.xml with player | |||
|} | |||
The '''master xml file name''' also determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder. | The '''master xml file name''' also determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder. | ||
====shared folder==== | |||
The master xml file can link to other xml files, most of them are object collections. Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space. | The master xml file can link to other xml files, most of them are object collections. Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space. | ||
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====<Model>==== | |||
This contains the AKEV (level) geometry but can also | This tag is mandatory (it must be present to avoid errors); <Model> contains a link to the AKEV (level) geometry (*.dae) but can also be used for additional objects (*.dae). | ||
====<Rooms>==== | |||
This is used to create pathfinding grids. | This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | ||
====<Textures>==== | |||
This tag is mandatory. Textures become imported as they are; in the texture section you declare exceptions. | |||
* There you can give a texture a special format, for example "bgra4444", to make it transparent. | |||
* If the texture comes with gunkflag "NoCollision" then all objects with that texture will have no collision. Characters would fall through it. | |||
Both makes sense, let's say, for a water-like substance. The biolab use this for an area with green acid. | |||
====<Objects>==== | |||
=====Character.xml===== | |||
This file has to contain a player character or else Oni crashes when ca. 60% of the level got loaded. | |||
=====Furniture.xml===== | |||
=== | |||
The AKEV core geometry is more or less unique while this furniture file adds standard objects to it. | The AKEV core geometry is more or less unique while this furniture file adds standard objects to it. | ||
Between the <Class> </Class> tags is always a link to an OFGA file. | Between the <Class> </Class> tags is always a link to an OFGA file. | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
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=== | =====Physics.xml===== | ||
This file is for objects with "physics". Unlike AKEV core geometry or furniture, those objects can be animated and made hidden via bsl commands and object's script id. | This file is for objects with "physics". Unlike AKEV core geometry or furniture, those objects can be animated and made hidden via bsl commands and object's script id. | ||
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