XML:ONLV: Difference between revisions

1,633 bytes added ,  5 June 2012
so OBOA is actually the physics.xml eh ?
(How to spawn geometry with collision data?)
(so OBOA is actually the physics.xml eh ?)
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===xml section===
===xml section===
Gosh. Already outdated. ^_^'<br>
For praxis information see: "Creating the Lair - A level tutorial" link.
Better see at "Creating the Lair - A level tutorial" link.




ONLV = Oni Level file
ONLV = Oni Level file


file structure
file structure
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: ...
: ...
* CRSA instance
* CRSA instance
: ...
* M3GA
: ...
* IDXA
: ...
: ...
'''flags in the <OBOAObject> section'''
: <Flags>
:: <!-- None -->
:: InUse
:: NoCollision
:: NoGravity
:: FaceCollision
: <PhysicsType>
:: <!-- None -->
:: Static
:: Linear
:: Animated
:: Newton




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  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni Version="0.9.56.0">
  <Oni>
     <Instance id="0" type="ONLV">
     <ONLV id="0">
         <Name>EnvWarehouse</Name>
         <Name>EnvWarehouse</Name>
         <Environment>AKEVEnvWarehouse</Environment>
         <Environment>AKEVEnvWarehouse</Environment>
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         <Particles>#3</Particles>
         <Particles>#3</Particles>
         <Corpses>#4</Corpses>
         <Corpses>#4</Corpses>
     </Instance>
     </ONLV>
     <Instance id="1" type="OBOA">
     <OBOA id="1">
         <Objects />
         <Objects />
     </Instance>
     </OBOA>
     <Instance id="2" type="ONOA">
     <ONOA id="2">
         <Elements />
         <Elements />
     </Instance>
     </ONOA>
     <Instance id="3" type="ENVP">
     <ENVP id="3">
         <Particles />
         <Particles />
     </Instance>
     </ENVP>
     <Instance id="4" type="CRSA">
     <CRSA id="4">
         <FixedCount>0</FixedCount>
         <FixedCount>0</FixedCount>
         <UsedCount>0</UsedCount>
         <UsedCount>0</UsedCount>
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           <font color="#FF0000">'''''[...]'''''</font>
           <font color="#FF0000">'''''[...]'''''</font>
         </Corpses>
         </Corpses>
     </Instance>
     </CRSA>
  </Oni>
  </Oni>


'''not empty OBOA - example from level 19'''
(exported ONLV files seem to contain 32 empty <OBOAObject> sections)
If I remember correctly this one is only an object for the cutscene. Maybe the real floor(s) (those with collision) can be tracked down with the id used by bsl.
            <OBOAObject>
                <Geometry>#347</Geometry>
                <Animation>OBANDishFloor01</Animation>
                <Particle></Particle>
                <Flags>InUse</Flags>
                <DoorGunkId>0</DoorGunkId>
                <DoorId>0</DoorId>
                <PhysicsType>Animated</PhysicsType>
                <ScriptId>204</ScriptId>
                <Position>-183 99.59154 -2501.25</Position>
                <Rotation>0.7071067 -1.545431E-08 1.545431E-08 0.7071068</Rotation>
                <Scale>1</Scale>
                <Transform>1 -4.371139E-08 -5.21253064E-16 0 1.19248806E-08 -1 4.371139E-08 1 1.19248806E-08 -183 99.5815353 -2501.25</Transform>
                <Name>object_DishFloor01</Name>
            </OBOAObject>
'''not empty ENVP - example from level 19''''
            <ENVPParticle>
                <Class>locklight</Class>
                <Tag>mainchamber_locklight01</Tag>
                <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 -391.790527 58.0480423 -1364.412</Transform>
                <DecalScale>1 1</DecalScale>
                <Flags></Flags>
            </ENVPParticle>
<Transform> - the last 3 values are the position (x, y, z)




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