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Paradox-01 (talk | contribs) m (typo) |
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|valign="top"| <Color> | |valign="top"| <Color> | ||
|valign="top"| color | |valign="top"| color | ||
| Colors are stored as four | | Colors are stored as four-element arrays: R G B [A], which means Red, Green, Blue, and the optional Alpha channel value. Min value: 0. Max value: 255. | ||
: This | : This is used for [[XML:ONLV#Vertex_coloring|vertex coloring]]. | ||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> | ||
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| | | | ||
: DoorFrame (invisible quad that uses the _DOOR_FRAME texture, however, this flag has no effect on the game) | : DoorFrame (invisible quad that uses the _DOOR_FRAME texture, however, this flag has no effect on the game) | ||
: Ghost (pathfinding volume separator, see AKVA etc) | : Ghost (pathfinding volume separator, see AKVA, etc.) | ||
: StairsUp | : StairsUp | ||
: StairsDown | : StairsDown | ||
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: Horizontal (slope > 70°, automatic creation) | : Horizontal (slope > 70°, automatic creation) | ||
: Vertical (slope < 70°, automatic creation) | : Vertical (slope < 70°, automatic creation) | ||
: GridIgnore ( | : GridIgnore (OniSplit will ignore the object when it calculates the pathfinding grids, so the grids will be white) | ||
: NoDecals (decals can't be applied to object | : NoDecals (decals can't be applied to object; doors use this) | ||
: Furniture (Cntl + Shift + s: makes furniture textures red) | : Furniture (Cntl + Shift + s: makes furniture textures red) | ||
: ProjectionBit0 (automatic creation) | : ProjectionBit0 (automatic creation) | ||
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|valign="top"| <ObjectId> | |valign="top"| <ObjectId> | ||
|valign="top"| int32 | |valign="top"| int32 | ||
| [[OBD:ONOA|Object type and object id]] are merged here | | [[OBD:ONOA|Object type and object id]] are merged here into one number. The value is -1 if the quad doesn't belong to an object. | ||
:Example 1: If <ObjectId> is 251658333 the converted hex value is (0)f 00 00 5d. With that you get the type 0f = console and the id 5d = 93. | :Example 1: If <ObjectId> is 251658333, the converted hex value is (0)f 00 00 5d. With that you get the type 0f = console and the id 5d = 93. | ||
:Example 2: If <ObjectId> is 50331739 the converted hex value is (0)3 00 00 5b. With that you get the type 03 = door and the id 5b = 91. | :Example 2: If <ObjectId> is 50331739, the converted hex value is (0)3 00 00 5b. With that you get the type 03 = door and the id 5b = 91. | ||
Types: | Types: | ||
: 01 - character | : 01 - character | ||
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| <IDXA id="..."> | | <IDXA id="..."> | ||
| integer | | integer | ||
| Instance | | Instance ID. Should be 12. | ||
|- | |- | ||
| <Indices> | | <Indices> | ||
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|valign="top"| <Int32> | |valign="top"| <Int32> | ||
|valign="top"| int32 | |valign="top"| int32 | ||
| Stores an object | | Stores an object ID used by BSL commands "env_broken", "env_shade", "env_show" and "env_texswap". Ergo this IDXA should belong to [[OBD:IDXA_AKEV_2|AKEV 2]]. | ||
: ''Why can | : ''Why can IDs appear here multiple times?'' Most objects are made of multiple triangles/quads. Probably there are as many identical IDs as an object has triangles/quads. This way, when you want show/hide/etc. an object, all of its triangles/quads will be affected. | ||
|} | |} | ||