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Paradox-01 (talk | contribs) (updating page based on onisplit 0.9.96.0; "door animation import" section is going to be filled later) |
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'''general information''' | '''general information''' | ||
* The xml code on this page was extracted with onisplit '''v0.9. | * The xml code on this page was extracted with onisplit '''v0.9.96.0''' | ||
* DOOR files are stored globally (AE/GameDataFolder/level0_Final) | * DOOR files are stored globally (AE/GameDataFolder/level0_Final) | ||
* DOOR files are used by [[XML:BINA/OBJC/DOOR|BINACJBODOOR]] <Class> | * DOOR files are used by [[XML:BINA/OBJC/DOOR|BINACJBODOOR]] <Class> | ||
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== | ===sample code=== | ||
''' | '''DOORAIRglass01.xml''' | ||
<?xml version="1.0" encoding="utf-8"?> | |||
<Oni> | |||
<DOOR id="0"> | |||
<Geometries> | |||
<Link>#1</Link> | |||
<Link></Link> | |||
</Geometries> | |||
<Animation>OBANAIRglass01_anim</Animation> | |||
<AISoundAttenuation>0.5</AISoundAttenuation> | |||
<AISoundAllow>Gunfire</AISoundAllow> | |||
<AISoundType>None</AISoundType> | |||
<AISoundDistance>100</AISoundDistance> | |||
<OpenSound>door2_shrt</OpenSound> | |||
<CloseSound>door2_shrt</CloseSound> | |||
</DOOR> | |||
<OFGA id="1"> | |||
<EnvParticle></EnvParticle> | |||
<Elements> | |||
<OFGAElement> | |||
<GunkFlags></GunkFlags> | |||
<Geometry>AIRglass01_3.dae</Geometry> | |||
</OFGAElement> | |||
<OFGAElement> | |||
<GunkFlags></GunkFlags> | |||
<Geometry>AIRglass01_4.dae</Geometry> | |||
</OFGAElement> | |||
<OFGAElement> | |||
<GunkFlags></GunkFlags> | |||
<Geometry>AIRglass01_5.dae</Geometry> | |||
</OFGAElement> | |||
</Elements> | |||
</OFGA> | |||
</Oni> | |||
==door geometry export== | |||
onisplit -extract:xml output_path path_to/DOOR*.oni | |||
This will extract some meta data in an xml file and the 3D content is stored in dae file(s). | |||
DOOR and TXMP files must be in the same folder. | |||
==door geometry import== | |||
onisplit -create output_path path_to/DOOR*.xml | |||
The 3D content can probably also be referenced with absolute file paths but to keep things simple the dae files should be in the same folder. | |||
Such simple reference (relative path) is seen here in the [[#sample_code|sample code]]. So, it will be just the file name in <Geometry>. | |||
Of course TXMP are required for the new new 3D content. | |||
==door animation export== | |||
Basically it's: | |||
onisplit -extract:dae output_path path_to/OBAN''file''.oni -geom:M3GM''file''.oni | |||
==door animation import== | |||
[...] | |||
==using a new door class== | |||
Before importing doors via the "[[XML:ONLV#The_master_xml_file|master file]]" you must place the door class file and its TXMP(s) inside the "shared" folder. | |||
After level creation, the new door class its animation must be placed in level 0/X. | |||
'''in shared folder''' | |||
* DOOR file | |||
* TXMP file (one for each embedded M3GM instance) | |||
'''in level 0 / level X*''' | |||
* DOOR file | |||
* OBAN file | |||
<nowiki>*</nowiki> As long as these two files are in the same folder it doesn't matter if they are stored 'globally' or 'locally' stored. Not tested on Mac. | |||
;Notes about original doors: | |||
: In original game levels there are files like this "M3GMdoor_1_0.oni". That's the animated door part. | |||
: But onisplit will store the animated door part inside ONLV so we don't need extra M3GMs. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:41, 15 February 2014 (CET) | |||
{{XML}} | {{XML}} |
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