XML:ONLV: Difference between revisions

corrected statement about no collision being present on OBOAs and linked to details in OBD:OBOA
m (→‎Level files hierarchy: um, what is AKEB? is it AKBA? =^_^=)
(corrected statement about no collision being present on OBOAs and linked to details in OBD:OBOA)
 
Line 4: Line 4:




ONLV and AKEV should not be extracted as XML unless it is for the purpose of trouble shooting or research. The extracted XMLs cannot be used for level creation.
ONLV and AKEV should not be extracted as XML unless it is for the purpose of troubleshooting or research. The extracted XMLs cannot be used for level creation.


If you want to create a new level check out the '''[[Creating a level|corresponding tutorial]]'''.
If you want to create a new level check out the '''[[Creating a level|corresponding tutorial]]'''.
Line 93: Line 93:
|valign="top"| <Flags>
|valign="top"| <Flags>
|valign="top"| flags
|valign="top"| flags
|
| By default, each spawned M3GM has sphere collision assigned to it unless FaceCollision is requested, in which case bounding box collision is used. The bounding volumes are calculated from the geometry at runtime (often incorrectly). See {{SectionLink|OBOA|Physics}} for details on how collision physics work. Oni almost never relies on this questionable collision for any purpose except for the face collision used on doors, which allows them to sense when the player is running into them; these simple bounding boxes, at least, are calculated accurately.
: None
: None
: InUse
: InUse
: NoCollision (any effect? no collision is default behavior)
: NoCollision
: NoGravity
: NoGravity
: FaceCollision (for doors)
: FaceCollision (for doors)