XML:DOOR: Difference between revisions

m
updated usage of Template:Tree list
m (copy edit)
m (updated usage of Template:Tree list)
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{XML_File_Header | type=DOOR | prev=CRSA | next=DPge | name=Door }}
{{XML_File_Header | prev=CONS | type=DOOR | next=DPge | name=Door}}


__TOC__
__TOC__


'''General information'''
==General information==
* The XML code on this page was extracted with OniSplit '''v0.9.96.0'''
* 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 named in the <Class> tag of [[XML:BINA/OBJC/DOOR|BINACJBODOOR]] files
* DOOR files are named in the <Class> tag of [[XML:BINA/OBJC/DOOR|BINACJBODOOR]] files


'''File structure'''
==File structure==
 
{{Tree list}}
DOOR
*DOOR
  |
**OFGA
  +-- OFGA
***M3GM (holds <Texture> TXMP link to external file)
        |
****PNTA <Points>
        +-- M3GM (holds <Texture> TXMP link to external file)
****VCRA <VertexNormals>
              |
****VCRA <FaceNormals>
              +-- PNTA <Points>
****TXCA <TextureCoordinates>
              +-- VCRA <VertexNormals>
****IDXA <TriangleStrips>
              +-- VCRA <FaceNormals>
****IDXA <FaceNormalIndices>
              +-- TXCA <TextureCoordinates>
{{Tree list|end}}
              +-- IDXA <TriangleStrips>
              +-- IDXA <FaceNormalIndices>


==XML tags==
==XML tags==
===DOOR===
===DOOR===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 161: Line 158:


==Making a new door class==
==Making a new door class==
Before importing doors via the "[[XML:ONLV#The_master_xml_file|master file]]", you must place the door class and its TXMP(s) inside the "shared" folder.
Before importing doors via the "[[Creating a level#The master XML file|master file]]", you must place the door class and its TXMP(s) inside the "shared" folder.


After level creation, the new door class and its animation must be placed in level 0.
After level creation, the new door class and its animation must be placed in level 0.