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OBD:OBOA: Difference between revisions

m
wording around M3GM and M3GA
(moved in physics details from OBD:OBAN and added some more)
m (wording around M3GM and M3GA)
 
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{{OBDtr| 0x1E | uint16    |00FFFF| 62 00      | 98        | array size }}
{{OBDtr| 0x1E | uint16    |00FFFF| 62 00      | 98        | array size }}
{{OBDtrBK| First array element (black outline): "setup" for a door or physical/animated object}}
{{OBDtrBK| First array element (black outline): "setup" for a door or physical/animated object}}
{{OBDtr| 0x00 | link    |FFC8C8| 01 56 02 00 | 598      | link to [[OBD:M3GA|00598-.M3GA]] - geometry (or a glued-together set of geometries) displayed for this object }}
{{OBDtr| 0x00 | link    |FFC8C8| 01 56 02 00 | 598      | link to [[OBD:M3GA|00598-.M3GA]] - (an array of one or more [[OBD:M3GM|M3GM]] geometries) displayed for this object }}
{{OBDtr| 0x04 | link    |FFFFC8| 00 00 00 00 | unused    | link to [[OBD:OBAN|OBAN]] - animation played when the object is created; a different animation can be selected with env_setanim }}
{{OBDtr| 0x04 | link    |FFFFC8| 00 00 00 00 | unused    | link to [[OBD:OBAN|OBAN]] - animation played when the object is created; a different animation can be selected with env_setanim }}
{{OBDtr| 0x08 | link    |C8FFC8| 00 00 00 00 | unused    | link to [[OBD:ENVP|ENVP]] - particles attached to this object (e.g., vehicle headlights)}}
{{OBDtr| 0x08 | link    |C8FFC8| 00 00 00 00 | unused    | link to [[OBD:ENVP|ENVP]] - particles attached to this object (e.g., vehicle headlights)}}
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==M3GA use==
==M3GA use==
The link at 0x00 in an object setup is to an M3GA, i.e., an array that can hold several M3GMs – which, in the OBOA context, behave as a single object (driven by the same animation or force - if any), as if glued together.
The link at 0x00 in the object setup is to an M3GA, i.e., an array that can hold several M3GMs – which, in the OBOA context, behave as if glued together as a single object (driven by the same animation or force, if any).


In the vanilla game data, the only OBOA objects to have several M3GMs in their M3GA are doors with glass sections; this is needed because (a) an M3GM can have only one texture and (b) door frames are required to have a fully opaque texture or else they will have an "inside-out" look because of the front-to-back rendering order. The only exception is door 45 in level6 (Airport Cargo Hangars), which has no transparent parts, and instead just links to the same M3GM twice.
In the vanilla game data, the only OBOA objects to have several M3GMs in their M3GA are doors with glass sections; this is needed because (a) an M3GM can have only one texture and (b) door frames are required to have a fully opaque texture or else they will have an "inside-out" look because of the front-to-back rendering order. The only exception is door 45 in level6 (Airport Cargo Hangars), which has no transparent parts, and instead just links to the same M3GM twice.