OBD:AGQG: Difference between revisions
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{{OBDtr | 0x2C | color |C8FFC8| 06 15 1E 00 | 6, 21, 30, 0 | byte-swapped ARGB color for 4th vertex }} | {{OBDtr | 0x2C | color |C8FFC8| 06 15 1E 00 | 6, 21, 30, 0 | byte-swapped ARGB color for 4th vertex }} | ||
{{OBDtr | 0x30 |bitset32|C8FFFF| 00 00 08 02 | 0, 0, 8, 2 | flags; used values: | {{OBDtr | 0x30 |bitset32|C8FFFF| 00 00 08 02 | 0, 0, 8, 2 | flags; used values: | ||
:0x'''01''' 00 00 00 - | :0x'''01''' 00 00 00 - door frame (invisible quad that uses the TXMP_DOOR_FRAME texture) | ||
:0x'''02''' 00 00 00 - ghost (pathfinding volume separator, see [[OBD:AKVA|AKVA]] etc) | :0x'''02''' 00 00 00 - ghost (pathfinding volume separator, see [[OBD:AKVA|AKVA]] etc) | ||
:0x'''04''' 00 00 00 - stairs up | :0x'''04''' 00 00 00 - stairs up | ||
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:0x00 00 '''04''' 00 - set at runtime for quads hidden with *env_show*, never used in files | :0x00 00 '''04''' 00 - set at runtime for quads hidden with *env_show*, never used in files | ||
:0x'''20''' 00 00 00 - set at runtime for Jell'Oed quads, never used in files | :0x'''20''' 00 00 00 - set at runtime for Jell'Oed quads, never used in files | ||
;Stairs up/down | |||
These 2 flags are used instead of the ghost flag when the pathfinding separator is placed at the bottom/top of the stairs. | |||
;Stairs | |||
This is applied to the invisible ramp quad that covers the stairs. In general this flag is also applied to the visible stairs geometry but there are some exceptions (errors? see level 19 stairs). | |||
;No occlusion | |||
This flag tells the octtree raycaster to ignore the quad when doing ray/quad intersections. This is tipically used for small quads that are unlikely to affect the overall environment visibility. | |||
;Projection plane flags | ;Projection plane flags |
Revision as of 08:50, 21 April 2009
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 49 02 00 | 585 | 00585-.AGQG |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[20] | AD DE | dead | unused |
0x1C | int32 | 15 A8 00 00 | 35349 | array size |
First element (black outline) | ||||
0x00 | int32 | 00 00 00 00 | 0 | PNTA element for 1st vertex |
0x04 | int32 | 01 00 00 00 | 1 | PNTA element for 2nd vertex |
0x08 | int32 | 02 00 00 00 | 2 | PNTA element for 3rd vertex |
0x0C | int32 | 03 00 00 00 | 3 | PNTA element for 4th vertex |
0x10 | int32 | F5 0F 00 00 | 4085 | TXCA element for 1st vertex |
0x14 | int32 | F3 0F 00 00 | 4083 | TXCA element for 2nd vertex |
0x18 | int32 | F4 0F 00 00 | 4084 | TXCA element for 3rd vertex |
0x1C | int32 | F6 0F 00 00 | 4086 | TXCA element for 4th vertex |
0x20 | color | 00 00 00 00 | 0, 0, 0, 0 | byte-swapped ARGB color for 1st vertex |
0x24 | color | 00 00 00 00 | 0, 0, 0, 0 | byte-swapped ARGB color for 2nd vertex |
0x28 | color | 02 07 09 00 | 2, 7, 9, 0 | byte-swapped ARGB color for 3rd vertex |
0x2C | color | 06 15 1E 00 | 6, 21, 30, 0 | byte-swapped ARGB color for 4th vertex |
0x30 | bitset32 | 00 00 08 02 | 0, 0, 8, 2 | flags; used values:
|
0x34 | int32 | FF FF FF FF | -1 | object ID and type to which this quad belongs (see ONOA for details); -1 if it does not belong to an object |
- Triangles
- Many quads are in fact triangles: the last two vertices have the same PNTA and TXCA entries, and the ARGB color is (255, 205, 205, 205) (80% gray, 100% opaque). There is also a flag specifying that.
- Flags
At runtime the following flag values are also used:
- 0x00 00 04 00 - set at runtime for quads hidden with *env_show*, never used in files
- 0x20 00 00 00 - set at runtime for Jell'Oed quads, never used in files
- Stairs up/down
These 2 flags are used instead of the ghost flag when the pathfinding separator is placed at the bottom/top of the stairs.
- Stairs
This is applied to the invisible ramp quad that covers the stairs. In general this flag is also applied to the visible stairs geometry but there are some exceptions (errors? see level 19 stairs).
- No occlusion
This flag tells the octtree raycaster to ignore the quad when doing ray/quad intersections. This is tipically used for small quads that are unlikely to affect the overall environment visibility.
- Projection plane flags
These 2 flags can be 00, 01, 10 and 11. That means the values 0,1,2 and 3 which have the following meanings:
- 0 - No projection plane specified. One can be computed if needed. Never used in files, may slow down the game if used.
- 1 - Project quad on XY plane.
- 2 - Project quad on XZ plane.
- 3 - Project quad on YZ plane.
- The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane).
ONI BINARY DATA |
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AGQC << Other file types >> AGQR |
AGQG : Gunk Quad General Array |
Level file |