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OBD:AKVA: Difference between revisions

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contrary to Windows' claims, these are not "RAW" and "DAT" files
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m (contrary to Windows' claims, these are not "RAW" and "DAT" files)
 
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;General
;General
:BNVs are volumes that have a [[OBD:AKVA/0x24|pathfinding grid]] assigned to them. The grid itself is in the RAW, while its overall parameters are in the DAT.
:BNVs are volumes that have a [[OBD:AKVA/0x24|pathfinding grid]] assigned to them. The grid itself is in the raw file, while its overall parameters are in the .dat file.
:The usual volume is a right prism (or an oblique prism if the foor is sloped) but there are a few BNVs that are a bit more complex. There's not limit to the number of faces a volume can have but it's probably better to keep this number low. Most BNVs are convex but concave BNVs work too (level2 has some).
:The usual volume is a right prism (or an oblique prism if the foor is sloped) but there are a few BNVs that are a bit more complex. There's not limit to the number of faces a volume can have but it's probably better to keep this number low. Most BNVs are convex but concave BNVs work too (level2 has some).
:The horizontal BNVs never overlap (that might work but it's probably useless) but a sloped BNV can overlap a horizontal one (for example some stairs that are placed in the middle of a floor, see first stairs in level 2). This means that it is possible to have ghost quads placed inside a BNV instead of on an edge. It is unknown if the engine checks that while moving inside a BNV such a ghost quad is interesected.
:The horizontal BNVs never overlap (that might work but it's probably useless) but a sloped BNV can overlap a horizontal one (for example some stairs that are placed in the middle of a floor, see first stairs in level 2). This means that it is possible to have ghost quads placed inside a BNV instead of on an edge. It is unknown if the engine checks that while moving inside a BNV such a ghost quad is interesected.
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:Given this it seems that there's no reason to make BNVs that are much taller than the characters.
:Given this it seems that there's no reason to make BNVs that are much taller than the characters.


:BNV 165 in level4 (far side of tarmac, behind the fence) has a non-zero X-Z grid size but no RAW data.
:BNV 165 in level4 (far side of tarmac, behind the fence) has a non-zero X-Z grid size but no data in the raw file.
::Notably, that one BNV also has the 16 flag set at 0x5C (see below).
::Notably, that one BNV also has the 16 flag set at 0x5C (see below).
:The grid's alignment on the "floor" of the BNV's AABB is defined by the x and z offsets in tiles (at 0x48 and 0x4A).
:The grid's alignment on the "floor" of the BNV's AABB is defined by the x and z offsets in tiles (at 0x48 and 0x4A).