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1,370 bytes added ,  27 April 2013
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=====[http://softimage.wiki.softimage.com/xsidocs/tex_vcolor_CreatingColoratVerticesCAVMaps.htm Vertex shading]=====
=====[http://softimage.wiki.softimage.com/xsidocs/tex_vcolor_CreatingColoratVerticesCAVMaps.htm Vertex coloring]=====
Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark.
Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark.


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If there's no vertex color property the first use of Shift + W will create that property. But you can also manually create it via Property > Color at Vertices Map.
If there's no vertex color property the first use of Shift + W will create that property. But you can also manually create it via Property > Color at Vertices Map.


Here you can see one of my [http://youtu.be/zWT0-LsjjBU early attempts of vertex shading]. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:18, 16 March 2013 (CET)
Here you can see one of my [http://youtu.be/zWT0-LsjjBU early attempts of vertex coloring]. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:18, 16 March 2013 (CET)




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'''Notes on ModTool view modes'''
'''Notes on ModTool view modes'''
* "Constant" let you see the colors of the vertex shading only.
* "Constant" let you see the colors of the vertex coloring only.
* "Textured Decal" let you see object textures only.
* "Textured Decal" let you see object textures only.
* "Shaded" let you see the illumination only.
* "Shaded" let you see the illumination only.
* "Textured" let you see the textured object with illumination and vertex shading.
* "Textured" let you see the textured object with illumination and vertex coloring.




'''env_shade'''
'''env_shade'''


If you use env_shade use it with caution. It completely overwrites the vertex shading.
If you use env_shade use it with caution. It completely overwrites the vertex coloring.


  # BSL command
  # BSL command
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===CJBO and vertex shading===
===CJBO and vertex coloring===
* Object (xml) import via <Object> tag (xml master file) will get you objects without vertex shading. (onisplit will pick *.oni class files from the shared folder.)
* Object (xml) import via <Object> tag (xml master file) will get you objects without vertex coloring. (onisplit will pick *.oni class files from the shared folder.)
* Object (dae) import via <Model> tag (xml master file) should get you objects with vertex shading but no functions. In that case add corresponding CJBO files by hand.
* Object (dae) import via <Model> tag (xml master file) should get you objects with vertex coloring but no functions. In that case add corresponding CJBO files by hand.




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===OBOA===
===OBOA===
Mostly used by doors.
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
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| <OBOA id="...">
| <OBOA id="...">
| integer
| integer
|
| Instance Id. Should be 1.
|-
|-
| <Objects>
| <Objects>
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|-
|-
| <OBOAObject>
| <OBOAObject>
|
| -
|
| There are always 32 empty objects plus those that are actually used.
|-
|-
| <Geometry>
| <Geometry>
|
| "#" + integer
|
| Link to M3GA instance.
|-
|-
| <Animation>
| <Animation>
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|-
|-
| <Flags>
| <Flags>
| flags
|
|
|
: None
: InUse
: NoCollision
: NoGravity
: FaceCollision
|-
|-
| <DoorGunkId>
| <DoorGunkId>
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|-
|-
| <PhysicsType>
| <PhysicsType>
| flags
|
|
|
: None
: Static
: Linear
: Animated
: Newton
|-
|-
| <ScriptId>
| <ScriptId>
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|
|
|-
|-
| <ObjectId>
|valign="top"| <ObjectId>
| integer
|valign="top"| integer
|
| Object Id and type to which this quad belongs (see AKEV's [[XML:AKEV#AGQG|AGQG]] for details); -1 if it does not belong to an object.
: -1
: Actual object Ids can also be found in BINA/OBJC/####.
: ? -- numbers like 251658331 are actually object id and object type
 
[...]
|-
|-
| <QuadList>
| <QuadList>
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| Link to IDXA instance. Each object has its own IDXA instance.
| Link to IDXA instance. Each object has its own IDXA instance.
|}
|}
Where do the links go to again?
ONOA <ObjectId> -> AKEV AGQG by Id -> BINA/OBJC/#### by type and Id
ONOA <QuadList> -> ONOA IDXA -> AKEV's AGQG by order




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===IDXA (quad list)===
===IDXA (from ONOA to AGQG elements)===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
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|-
|-
| <Int32>
| <Int32>
| inte32
| int32
| Links to AGQG instance in [[XML:AKEV#AGQG|AGQG]]
| Link to <AGQGQuad> in [[XML:AKEV#AGQG|AGQG]] by order. (The array in AGQG starts with 0, so for example <Int32>6</Int32> would link to 7th <AGQGQuad>.)
|}
 
 
===IDXA (from M3GM to PNTA elements ?)===
Only used if OBOA has objects. (Tested with door.)
 
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| content type
! description
|-
| <IDXA id="...">
| integer
| Instance Id.
|-
| <Indices>
| -
| This is an Int32 array for the <Int32> tags.
|-
| <Int32>
| int32
| Link to
|}
 
 
===IDXA (from M3GM to VCRA elements ?)===
Only used if OBOA has objects. (Tested with door.)
 
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| content type
! description
|-
| <IDXA id="...">
| integer
| Instance Id.
|-
| <Indices>
| -
| This is an Int32 array for the <Int32> tags.
|-
| <Int32>
| int32
| Link to
|}
|}


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