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:I understand you're a bit like me: figure out something, have a little fun, move on... | :I understand you're a bit like me: figure out something, have a little fun, move on... | ||
:But that's not very rewarding. For you, maybe, but not for "us"... Oh well. | :But that's not very rewarding. For you, maybe, but not for "us"... Oh well. | ||
:ssg has tried adding files to a DAT before you, and failed. Have a look [http:// | :ssg has tried adding files to a DAT before you, and failed. Have a look [http://ssg.oni2.net/subfold/datfile/datfile.htm HERE] if you haven't already... | ||
:There's a lot of stuff to take care of, and it's definitely not something you should do manually. | :There's a lot of stuff to take care of, and it's definitely not something you should do manually. | ||
::(not that it's impossible, but even if you manage to do it, it will be of no ''general'' use) | ::(not that it's impossible, but even if you manage to do it, it will be of no ''general'' use) | ||
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::;geyser | ::;geyser | ||
:may i ask you a question? | |||
:what does "totoro" mean | |||
:i've googled a bit on it, and found only some spherical anime character | |||
::;[[User:Kuchumovn|Kuchumovn]] 15:12, 18 December 2007 (CET) | |||
:totoro is the name of the animation system/engine. The developers gave them anime character names | |||
:akira ==> name of the um... environment(?) system/engine (octrees, nodes, rays, etc.) | |||
:motoko ==> name of the drawing(?) system/engine (graphics quality, resolution, colour, z-buffer, etc.) [[User:Ssg|Ssg]] 16:06, 18 December 2007 (CET) | |||
:danke | |||
::;[[User:Kuchumovn|Kuchumovn]] 16:43, 18 December 2007 (CET) | |||
:пожалуйста [[User:Ssg|Ssg]] 16:59, 18 December 2007 (CET) | |||
==Data types== | ==Data types== | ||
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:Oh, and a priori I don't know WTF "ghost" is, so in case you know better, a few words of wisdom are always welcome. | :Oh, and a priori I don't know WTF "ghost" is, so in case you know better, a few words of wisdom are always welcome. | ||
::[[User:Geyser|geyser]] 13:56, 31 January 2007 (CET) | ::[[User:Geyser|geyser]] 13:56, 31 January 2007 (CET) | ||
ghost = something you can't see + touch. So a ghost GQ is invisible and not solid. | |||
<p align=right>[[User:Ssg|Ssg]] 13:13, 1 February 2007 (CET) | |||
==OBD update== | ==OBD update== | ||
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:The two IDXA can be used for two-way lookup. Only gunk -> quad is used when you use '''env_show''' etc. | :The two IDXA can be used for two-way lookup. Only gunk -> quad is used when you use '''env_show''' etc. | ||
::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | ::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | ||
---- | |||
Cool. Thanks. | |||
<p align=right>[[User:Ssg|Ssg]] 13:21, 1 February 2007 (CET) | |||
---- | |||
:As for the ONOA, that one is related to the unknown field of the AGQG (the one which is not always 0xFFFFFFFF). | :As for the ONOA, that one is related to the unknown field of the AGQG (the one which is not always 0xFFFFFFFF). | ||
:That field is an object ID, looked up in the ONOA. Several quads can belong to the same object (same ID). | :That field is an object ID, looked up in the ONOA. Several quads can belong to the same object (same ID). | ||
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:The high byte of the ID is an object type. 0x05 is furniture, 0x03 is doorframe, 0x0D is trigger guide, 0x0F is console, etc. | :The high byte of the ID is an object type. 0x05 is furniture, 0x03 is doorframe, 0x0D is trigger guide, 0x0F is console, etc. | ||
::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | ::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | ||
---- | |||
I figured that out yesterday too. 0E is turret. And that's it. There're no others. The first 2 bytes are the old file ID. It's the same as in the BINA files. | |||
: | |||
Why Oni needs this file (ONOA)? Any idea. IMO Oni needs only the door entries, because if you disable them, the doors aren't any longer solid. But if I disable the other objects I can't see an effect. | |||
<p align=right>[[User:Ssg|Ssg]] 13:21, 1 February 2007 (CET) | |||
:What do you mean, "disable"? Resource, offset, new value? | |||
:I'm not 100% sure why Oni needs it (to look up "gunks with all their glass broken", perhaps). | |||
:Anyway, I find it useful because it will let us to selectively extract furniture (etc) separately from architecture. | |||
::[[User:Geyser|geyser]] 20:21, 1 February 2007 (CET) | |||
:I repeat my question (stuff is a bit scattered on this page, sorry ^^): | |||
::do you know any way to quickly find out the ID of a quad (e.g. AGQG element)? | |||
::[[User:Geyser|geyser]] 20:21, 1 February 2007 (CET) | |||
---- | |||
<TABLE BORDER=0><TR><TD BGCOLOR="#E0E0E0">"do you know any way to quickly find out the ID of a quad"</TD></TR></TABLE> | |||
: | |||
Not really. If I'm interested in a GQ, I start Oni (debug_charas on and textures off) and look for the corner points of the GQ. With this information I look to the PNTA file (I've put the coordinates in an Excel sheet) and search for the points. When I've found them, I take the package IDs and search in the AGQG file (a Excel sheet too) for them. | |||
: | |||
[[User:Ssg|Ssg]] 13:33, 7 February 2007 (CET) | |||
==Generic files== | ==Generic files== | ||
===VCRA=== | ===VCRA=== | ||
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:Used by a few files, format seems to be invariant. | :Used by a few files, format seems to be invariant. | ||
::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ||
==Categorizing OBD screenshots== | |||
I experimentally tagged [[:Image:Abna_a.gif]] with the category "OBD data images". Does this name make sense to anyone whom it concerns? If so, I can mark that mentally as the official category for those images, and over time make sure they are categorized. Since there's a decent number of those images, I want to be 100% sure of the category name before going ahead with the rest. --[[User:Iritscen|Iritscen]] 19:07, 12 October 2008 (CEST) | |||
{{OBD}} |