XML:ONWC: Difference between revisions

481 bytes added ,  18 April 2013
m
new import method
m (side note: there was somehow an easier way to exchange/import geometry)
m (new import method)
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=ONWC: Oni Weapon Class=
==ONWC: Oni Weapon Class==


{|class="wikitable" width=100%
{|class="wikitable" width=100%
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| <Geometry>
| <Geometry>
| link
| link
| [[#M3GM|weapon instance]] number (#N)
| [[#M3GM|Weapon instance]] number (#N). For geometry import/exchange see [[#new_method|HERE]].
|-
|-
| <Name>
| <Name>
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==<LaserSight>==
===<LaserSight>===
; Crosshair
; Crosshair
: Default crosshair appears where the laser sight hits environment, corpses, etc
: Default crosshair appears where the laser sight hits environment, corpses, etc
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==<AmmoMeter>==
===<AmmoMeter>===
{|class="wikitable" width=100%
{|class="wikitable" width=100%
|width=120px| '''XML tag'''
|width=120px| '''XML tag'''
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==<Recoil>==
===<Recoil>===
{|class="wikitable" width=100%
{|class="wikitable" width=100%
|width=120px| '''XML tag'''
|width=120px| '''XML tag'''
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===<AIFiringMode>===
 
==<AIFiringMode>==
w11_ba1 is the only original weapon that use also the second firing mode.
w11_ba1 is the only original weapon that use also the second firing mode.


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Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.
Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.


==<ONWCParticle>==
 
===<ONWCParticle>===
; Transformation matrix
; Transformation matrix
: That's what defines orientation, stretching, etc.
: That's what defines orientation, stretching, etc.
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===particle adjustment===
====particle adjustment====
When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location.  
When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location.  


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=M3GM=
==M3GM==
'''export'''
===export===
: ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni''
: ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni''
: version hint:
: version hint:
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'''import'''
===import===
In your 3D editor the weapon must be positioned on XZ plane and pointing into +X (weapon rotation 0, 0, 0).
 
The center is located in 0, 0, 0 while the weapon grasp ends at approximate position: X=0,3 Y=# Z=-0,5 and X=0,8 Y=# Z=-0,5
 
Now you can create a M3GM file from the geometry.
 
 
====new method====
To import or exchange weapon geometry simply insert the M3GM's file name into ONWC's <Geometry> tag. For example:
 
<Geometry>M3GMw1_tap_new</Geometry>
 
Don't use file suffix .oni


The weapon must be positioned on XZ plane and pointing into +X (weapon rotation 0, 0, 0).
File prefix M3GM can be absent from the name, it's optional here.
 
M3GM files can be created with [[Vago_(tool)|Vago]].


The center is located in 0, 0, 0 while the weapon grasp ends at approximate position: X=0,3 Y=# Z=-0,5 and X=0,8 Y=# Z=-0,5


====old method====
There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.
There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.


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