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Paradox-01 (talk | contribs) m (made dds image in gimp, import failed) |
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* tips with cutscene charas: sync pelvis OBAN and partner TRAM | * tips with cutscene charas: sync pelvis OBAN and partner TRAM | ||
* | * more information / updates for exported xml files | ||
__TOC__ | __TOC__ | ||
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| Tested with BSL command ... | | Tested with BSL command ... | ||
: [[#<Model>|env_show Id 1]] (use 0 to hide) | : [[#<Model>|env_show Id 1]] (use 0 to hide) | ||
: [[#Breakable | : [[#Breakable glass with BSL recognition|env_broken Id [Id]]] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18) | ||
: [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed) | : [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed) | ||
|- | |- | ||
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|valign="top"| link | |valign="top"| link | ||
| File path. Supported files: | | File path. Supported files: | ||
: [[ | : [[XML:BINA/OBJC/CHAR|Character.xml]] (has to contain player character if there's no AISA file with it) | ||
: Console.xml | : [[XML:BINA/OBJC/CONS|Console.xml]] | ||
: Door.xml | : [[XML:BINA/OBJC/DOOR|Door.xml]] | ||
: Flag.xml | : [[XML:BINA/OBJC/FLAG|Flag.xml]] | ||
: [[#Furniture.xml|Furniture.xml]] | : [[#Furniture.xml|Furniture.xml]] | ||
: Neutral.xml | : [[XML:BINA/OBJC/NEUT|Neutral.xml]] | ||
: Particle.xml | : [[XML:BINA/OBJC/PART|Particle.xml]] | ||
: PatrolPath.xml | : [[XML:BINA/OBJC/PATR|PatrolPath.xml]] | ||
: [[#Physics.xml|Physics.xml]] | : [[#Physics.xml|Physics.xml]] | ||
: PowerUp.xml | : [[XML:BINA/OBJC/PWRU|PowerUp.xml]] | ||
: Sound.xml | : [[XML:SNDD#BINACJBOSound.xml|Sound.xml]] | ||
: Trigger.xml | : [[XML:BINA/OBJC/TRIG|Trigger.xml]] | ||
: TriggerVolume.xml | : [[XML:BINA/OBJC/TRGV|TriggerVolume.xml]] | ||
: Weapon.xml | : [[XML:BINA/OBJC/WEAP|Weapon.xml]] | ||
|- | |- | ||
| <Films> | | <Films> | ||
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| <Import> | | <Import> | ||
| link | | link | ||
| File path to *.xml file. OniSplit creates a FILM file from it. | | File path to *.xml file. OniSplit creates a [[XML:FILM|FILM]] file from it. Used for characters in cutscenes. | ||
|- | |- | ||
| <Cameras> | | <Cameras> | ||
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| <Camera Path="..."> | | <Camera Path="..."> | ||
| link | | link | ||
| File path to *.dae file. OniSplit creates an OBAN file from it. | | File path to *.dae file. OniSplit creates an OBAN file from it. Used for cutscenes. | ||
|- | |- | ||
| <Animation Name="..."/> | | <Animation Name="..."/> | ||
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=====Breakable | =====Breakable glass with BSL recognition===== | ||
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work. | Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work. | ||
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<Import Path="env/lab_bnv.dae"/> | <Import Path="env/lab_bnv.dae"/> | ||
BNV consist of 2 parts: rooms and ghost quads. (What again does BNV stand for?) | |||
* Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all. | * Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all. | ||
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====<Objects>==== | ====<Objects>==== | ||
Information on regular object collections can be looked up here: | |||
: [[XML:BINA/OBJC/CHAR|Character.xml]] (has to contain player character if there's no AISA file with it) | |||
: [[XML:BINA/OBJC/CONS|Console.xml]] | |||
: [[XML:BINA/OBJC/DOOR|Door.xml]] | |||
: [[XML:BINA/OBJC/FLAG|Flag.xml]] | |||
: [[XML:BINA/OBJC/NEUT|Neutral.xml]] | |||
: [[XML:BINA/OBJC/PART|Particle.xml]] | |||
: [[XML:BINA/OBJC/PATR|PatrolPath.xml]] | |||
: [[XML:BINA/OBJC/PWRU|PowerUp.xml]] | |||
: [[XML:SNDD#BINACJBOSound.xml|Sound.xml]] | |||
: [[XML:BINA/OBJC/TRIG|Trigger.xml]] | |||
: [[XML:BINA/OBJC/TRGV|TriggerVolume.xml]] | |||
: [[XML:BINA/OBJC/WEAP|Weapon.xml]] | |||
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|valign="top"| <Flags> | |valign="top"| <Flags> | ||
|valign="top"| flag | |valign="top"| flag | ||
| Optional tag. | | Optional tag. Ignore it. Those flags were used in the past. | ||
:None | :None | ||
:Locked | :Locked | ||
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# so their script ids might not be the same | # so their script ids might not be the same | ||
obj_create 8 10 # create animation-ready | obj_create 8 10 # create animation-ready motorcycle parts | ||
env_anim 8 10 # animate those parts (not necessary if OBAN flag is "AutoStart") | env_anim 8 10 # animate those parts (not necessary if OBAN flag is "AutoStart") | ||
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