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{{OBDtr| 0x0C | link |FFFFC8| 00 00 00 00 | unused | link to another [[OBD:OFGA|OFGA]] file; never used in Oni }} | {{OBDtr| 0x0C | link |FFFFC8| 00 00 00 00 | unused | link to another [[OBD:OFGA|OFGA]] file; never used in Oni }} | ||
{{OBDtr| 0x10 | link |C8FFC8| 01 28 03 00 | 808 | link to 00808-small_anim.[[OBD:OBAN|OBAN]] }} | {{OBDtr| 0x10 | link |C8FFC8| 01 28 03 00 | 808 | link to 00808-small_anim.[[OBD:OBAN|OBAN]] }} | ||
{{OBDtr| 0x14 | float |C8FFFF| 00 00 00 3F | 0.500000 | | {{OBDtr| 0x14 | float |C8FFFF| 00 00 00 3F | 0.500000 | passable sound attenuation, exact formula unknown }} | ||
{{OBDtr| 0x18 | int32 |FFC8FF| 02 00 00 00 | 2 | AI sound types which are allowed to pass, see below }} | {{OBDtr| 0x18 | int32 |FFC8FF| 02 00 00 00 | 2 | AI sound types which are allowed to pass, see below }} | ||
{{OBDtr| 0x1C | int32 |FFC800| FF FF FF FF | -1 | AI sound type: | {{OBDtr| 0x1C | int32 |FFC800| FF FF FF FF | -1 | AI sound type: | ||
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'''Geometry and animation''' | '''Geometry and animation''' | ||
*The geometry referenced here is normally used only when a level is designed. Once a level is created the geometry is baked into the [[OBD:AKEV|environment]] and it is also copied into a separate geometry that is referenced by | *The geometry referenced here is normally used only when a level is designed. Once a level is created the geometry is baked into the [[OBD:AKEV|environment]] and it is also copied into a separate geometry that is referenced by an [[OBD:OBOA|object]]. The texture referenced by the door geometry may be overridden by the texture specified in the [[OBD:BINA/OBJC/DOOR|door object]]. | ||
*In contrast the animation is used | *In contrast, the door animation is used in-game. Unlike other object animations, door animations are "local" or relative; they do not contain the absolute door position, and as a result they can be used for doors in different locations. | ||
'''About passable sounds''' ( fields 0x14 | '''About passable sounds''' (fields 0x14, 0x18) | ||
*Selected sound types ( field 0x18 ) are allowed to pass through door while rest of sound types | *Selected sound types (field 0x18) are allowed to pass through a door while the rest of the sound types are halted as if the door were a wall. To be clear, this is in reference to the sound spheres used by the AI; it does not affect a player's ability to hear the actual sounds. | ||
*0x18: | *0x18: | ||
:*0 - all sound types allowed through | :*0 - all sound types allowed through | ||
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:*2 - '''unimportant''', '''interest''', '''danger''','''melee''' sound types halted, '''gunfire''' type allowed through | :*2 - '''unimportant''', '''interest''', '''danger''','''melee''' sound types halted, '''gunfire''' type allowed through | ||
:*3 - all sound types halted | :*3 - all sound types halted | ||
*When AI2 sound sphere is allowed to pass, it is "attenuated" ( field 0x14 ) | *When an AI2 sound sphere is allowed to pass, it is "attenuated" (field 0x14) — its reach is shortened. This shortening is not visible via '''ai2_showsounds=1''' (the command will show the whole AI2 sound sphere). The attenuation does not depend on how far from the door the source of the sound is. | ||
{{OBD_File_Footer | type=DOOR | prev=CRSA | next=DPge | name=Door | family=Global}} | {{OBD_File_Footer | type=DOOR | prev=CRSA | next=DPge | name=Door | family=Global}} | ||
{{OBD}} | {{OBD}} |