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| | <ENVP id="..."> | | | <ENVP id="..."> |
| | | | | integer |
| | | | | Instance Id. |
| |- | | |- |
| | <Particles> | | | <Particles> |
| | | | | - |
| | | | | This is an int16 array for the <ENVPParticle> tags. If there's no content <Particles /> is used. |
| |- | | |- |
| | <ENVPParticle> | | | <ENVPParticle> |
| | | | | - |
| | | | | |
| |- | | |- |
| | <Class> | | | <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> | | | <Tag> |
| | | | | char[48] |
| | | | | particle's name for BSL commands, see [[OFGA#tags|OFGA]] for more information on name composition |
| |- | | |- |
| | <Transform> | | | <Transform> |
| | | | | matrix |
| | the last 3 values are the position (x, y, z) | | | Float 3*3 + 3 more float for X Y Z position of the particle. For more information on the matrix see [[OBD:CRSA]]. |
| |- | | |- |
| | <DecalScale> | | | <DecalScale> |
| | | | | int32, int32 |
| | | | | X Y |
| |- | | |- |
| | <Flags> | | |valign="top"| <Flags> |
| | | | |valign="top"| flag |
| | | | | |
| : None | | : None |
| : NotInitiallyCreated | | : NotInitiallyCreated |
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| : Read on [[XML:M3GM#PNTA|HERE]]. | | : Read on [[XML:M3GM#PNTA|HERE]]. |
| |} | | |} |
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| ==temporary AKEV notes==
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| This goes later to XML:AKEV
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| '''(Copied from hex page. Is this still up to date ?)'''
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| ;Triangles
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| :Many quads are in fact triangles: the last two vertices have the same [[OBD:PNTA|PNTA]] and [[OBD:TXCA|TXCA]] entries, and the ARGB color is (255, 205, 205, 205) (80% gray, 100% opaque). There is also a flag specifying that.
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| ;Ghost, StairsUp, StairsDown
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| :These flags are used for BNV adjacencies, see [[AKAA]]. Stairs up/down are used instead of Ghost when the quad is placed at the bottom/top of the stairs. These quads are not visibile. The script variable env_show_ghostgqs is intended to control the visibility of such quads but it requires "debug" level files.
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| :There are a couple of ghost quads that aren't referenced from [[AKAA]]. It's likely that those quads are useless.
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| ;DoorFrame
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| :This appears to be another type of "ghost" quad (its visibility is controlled by the same env_show_ghostgqs variable). Sometimes it is used together with the Ghost flag but not always. Only the door frames that also have the Ghost flag are used as adjacencies so it's unclear if the rest of the door frames serve any purpose. In fact it appears that this flag has no effect other than making the quad invisible.
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| ;Stairs
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| :This is applied to the invisible ramp quad that covers the stairs. In general this flag is also applied to the visible stairs geometry but there are some exceptions (errors? see level 19 stairs).
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| ;NoOcclusion
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| :This flag tells the octtree raycaster to ignore the quad when doing ray/quad intersections. This is tipically used for small quads that are unlikely to affect the overall environment visibility.
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| ;ProjectionBit
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| :These 2 flags can be 00, 01, 10 and 11. That means the values 0,1,2 and 3 which have the following meanings:
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| :*0 - No projection plane specified. One can be computed if needed. Never used in files, may slow down the game if used.
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| :*1 - Project quad on XY plane.
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| :*2 - Project quad on XZ plane.
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| :*3 - Project quad on YZ plane.
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| :The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane).
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| ;GridIgnore
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| :Appears to be unused. Its likely purpose is to mark quads that don't count as obstacles in the pathfinding grid.
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| ;Danger
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| :Appears to be unused. Its likely purpose is to create danger areas in the pathfinding grids. Usually there's a trigger volume nearby that hurts/kills the character. This quads are always invisible.
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| ;Invisible
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| :Invisible quads have a couple of different uses:
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| :* block player access to some parts of the environment
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| :* stairs ramp
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| :* collision geometry (used by some "complex" furniture)
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| :* danger quads (see above)
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| :* some other apparently useless quads
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| ;Furniture
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| :Set for all quads that belong to a furniture object. It doesn't appear to be used. It is also redundant since all the furniture quads have an object id.
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| ;NoDecals
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| :Prevents the creation of decals on the quad. Set for door quads because the decals would disappear when the door opens. That's why shooting a door doesn't leave a mark.
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| ;Impassable
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| :Probably used by forcefields and end of level boundaries (like in state archive level).
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