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XML:ONWC: Difference between revisions

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updated usage of Template:Tree list
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{{XML_File_Header | type=ONWC | prev=ONVL | next=OPge | name=Oni Weapon Class}}
{{XML_File_Header | prev=ONVL | type=ONWC | next=OPge | name=Oni Weapon Class}}


==General information==
==General information==
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==File structure==
==File structure==
ONWC
{{Tree list}}
  |
*ONWC
  +-- M3GM (embedded 3D mesh)
**M3GM (3D mesh)
        |
***PNTA <Points>
        +-- PNTA <Points>
***VCRA <VertexNormals>
        +-- VCRA <VertexNormals>
***VCRA <FaceNormals>
        +-- VCRA <FaceNormals>
***TXCA <TextureCoordinates>
        +-- TXCA <TextureCoordinates>
***IDXA <TriangleStrips>
        +-- IDXA <TriangleStrips>
***IDXA <FaceNormalIndices>
        +-- IDXA <FaceNormalIndices>
***TXMP <Texture> (link to external file)
        +-- TXMP <Texture> (link to external file)
{{Tree list|end}}


==XML tags==
==XML tags==
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| <Geometry>
| <Geometry>
| link
| link
| [[#M3GM|Weapon instance]] number (#N). For geometry importing, see [[#New method|THIS]] section below.
| [[#M3GM model|Weapon instance]] number (#N). For geometry importing, see [[#New method|THIS]] section below.
|-
|-
| <Name>
| <Name>
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| <RecoilAnimationType>
| <RecoilAnimationType>
| link
| link
| A recoil [[XML:StNA#animation_types|animation type]].
| A recoil [[XML:StNA#Animation_types|animation type]].
|-
|-
| <ReloadAnimationType>
| <ReloadAnimationType>
| link
| link
| A reload [[XML:StNA#animation_types|animation type]].
| A reload [[XML:StNA#Animation_types|animation type]].
|-
|-
| <PauseAfterReload>
| <PauseAfterReload>
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| <MaxStartleMisses>
| <MaxStartleMisses>
| float
| float
| Probably the maximum number of times that an AI will fire wildly when surprised before he starts aiming. Also see NoWildShots flag above.
| Unused. If used, this would be the maximum number of times that an AI's shots will have extra inaccuracy when he begins aiming at a target. Also see NoWildShots flag above.
|-
|-
| <SkillIndex>
| <SkillIndex>
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Don't use the file suffix ".oni". The file prefix "M3GM" can also be absent; it's optional here.
Don't use the file suffix ".oni". The file prefix "M3GM" can also be absent; it's optional here.


M3GM files can be created with [[Vago_(tool)|Vago]]. When you convert the ONWC from XML back to .oni, be sure that the M3GM file is in the same folder.
M3GM files can be created with [[Vago (tool)|Vago]]. When you convert the ONWC from XML back to .oni, be sure that the M3GM file is in the same folder.


====Old method====
====Old method====
There are various tags which compose the mesh, but all you really need to know that you can replace that content with data from another M3GM.
There are various tags which compose the mesh, but all you really need to know is that you can replace that content with data from another M3GM.


You can create M3GM meshes from OBJ files.
You can create M3GM meshes from OBJ files.
: ''onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj''
: ''onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj''
:: "-tex" is optional  
:: "-tex" is optional and allows you to supply the TXMP .oni that goes with the .obj file.
:: The TXMP file must be created separately (if needed).
:: The TXMP file must be created separately (if needed).