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DOOR : Door
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CRSA << Other file types >> DPge

switch to OBD page

general information

  • 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 used by BINACJBODOOR <Class>

file structure

  +-- OFGA
        +-- M3GM (holds <Texture> TXMP link to external file)
              +-- PNTA <Points>
              +-- VCRA <VertexNormals>
              +-- VCRA <FaceNormals>
              +-- TXCA <TextureCoordinates>
              +-- IDXA <TriangleStrips>
              +-- IDXA <FaceNormalIndices>

XML tags


tag type description
<Geometries> - contains 2 <Link> tags but only one is used (is this correct for all DOOR files?)
<Link> link OFGA instance number (#N)
<Animation> link OBANfile.oni (file suffix not used)
<AISoundAttenuation> float passed sound "attenuation", exact formula unknown
<AISoundAllow> flag AI sound types which are allowed to pass:
<AISoundType> flag AI sound types:
<AISoundDistance> float AI sound volume ?
<OpenSound> char[32] OSBDfile.imp.oni (file prefix and suffix not used), 32 letters allowed
<CloseSound> char[32] OSBDfile.imp.oni (file prefix and suffix not used), 32 letters allowed


Read on HERE.

sample code


<?xml version="1.0" encoding="utf-8"?>
   <DOOR id="0">
   <OFGA id="1">

geometry export

onisplit -extract:xml output_path path_to/DOOR*.oni

This will extract some meta data in an xml file and the 3D content is stored in dae file(s).

DOOR and TXMP files must be in the same folder.

geometry import

use triangulated meshes to avoid holes in M3GMs instances/files
onisplit -create output_path path_to/DOOR*.xml

The 3D content can probably also be referenced with absolute file paths but to keep things simple the dae files should be in the same folder.

A simple reference (relative path) can be seen in the sample code at <Geometry>.

Of course TXMP(s) are required for the new 3D content.

animation export

Actually it would be ...

onisplit -extract:dae output_path path_to/OBANfile.oni -geom:M3GMfile.oni

... but since we don't use standalone M3GM for doors anymore, use this instead:

onisplit -create output_path path_to/DOOR*.xml
onisplit -extract:dae output_path path_to/OBAN*.oni

Then in a 3D editor, group the geometries under the animated NULL object.

Next you might want to do the following:

  • set the geometries' local rotation to X = 0
  • translate the geometries' center to their lowest point
  • translate the geometries in object mode onto the NULL


Does Onisplit compensate ZAxisUp while converting OBAN*.oni to *.dae?
No. The output values are the same no matter if ZAxisUp is present or not.

animation import

ZAxisUp must be set in OBAN.


Do InitialTransform and BaseTransform effect the door?
Yes. To keep the animation unchanged, use these:
       <InitialTransform>1 0 0 0 0 -1 0 1 0 0 0 0</InitialTransform>
       <BaseTransform>1 0 0 0 1 0 0 0 1 0 0 0</BaseTransform>
How is ZAxisUp handled best in a 3D editor when Onisplit doesn't compensate its effect?
For now, keep NULL's global X rotation to -90.

At the moment OBAN import works only with cameras.

using a new door class

Before importing doors via "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.

in shared folder
* DOOR file
* TXMP file(s) (max. one for each embedded M3GM instance)

in level 0
* DOOR file
* OBAN file


Remaining question
Does reconverting an original DOOR change it in any way so that e.g. its OBAN is also required in the shared folder?

Notes about original doors
In original game levels there are files like this "M3GMdoor_1_0.oni". That's an animated door part. (Doors consist of an animated and a static part.)
But onisplit will store animated door parts inside ONLV so we don't need extra M3GMs. --paradox-01 (talk) 18:41, 15 February 2014 (CET)