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edits
Paradox-01 (talk | contribs) (started a tag table for Physics.xml) |
Paradox-01 (talk | contribs) m (removed position, rotation and scale from the table, not used with animated obj. added xml template) |
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{{XML_File_Header | type=ONLV | prev=ONLD | next=ONSK | name=Oni Game Level}} | |||
{{finish}}{{update}} | {{finish}}{{update}} | ||
;Todo list | ;Todo list | ||
* more notes on the shared folder | * more notes on the shared folder | ||
* test import with prefix-ed files in shared folder | * test import with prefix-ed files in shared folder | ||
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* examine low doors/openings: atm sliding under low objects don't seem to work | * examine low doors/openings: atm sliding under low objects don't seem to work | ||
* more notes on BNV, linked xml, and exported xml files | * more notes on BNV, linked xml, and exported xml files | ||
* test if <Sky> wants real content | |||
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The '''master xml file name''' determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder. | The '''master xml file name''' determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder. | ||
''' | This is a '''trimmed''' version of the master file "lab.xml" from the demo. It's meant to give you a first impression. -- We might upload a smaller demo someday with all features nonetheless. | ||
{| class="wikitable" style="float:right" | {| class="wikitable" style="float:right" | ||
| | | | ||
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In the demo are various subfolders in shared folder: consoles, doors, furniture, triggers and turrets. | In the demo are various subfolders in shared folder: consoles, doors, furniture, triggers and turrets. | ||
Following file types comes there without their file prefixes: CONS, DOOR, TRIG, OFGA. | Following file types comes there without their file prefixes: CONS, DOOR, TRIG, OFGA. | ||
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The last original level (syndicate mountain compound) has a big dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too. | The last original level (syndicate mountain compound) has a big satellite dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too. | ||
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| | | | ||
|- | |- | ||
| <ScriptId> | |valign="top"| <ScriptId> | ||
| integer | |valign="top"| integer | ||
| | | Tested with BSL command ... | ||
:obj_create Id [Id] | |||
:obj_kill Id [Id] | |||
:env_anim Id [Id] | |||
:env_setanim Id [Id] | |||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> | ||
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:NoGravity | :NoGravity | ||
:FaceCollision | :FaceCollision | ||
|- | |- | ||
| | | | ||
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| <Animation Name="..."> | | <Animation Name="..."> | ||
| string | | string | ||
| | | Relative and absolute paths to COLLADA (*.dae) file are supported. | ||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> | ||
|valign="top"| flag | |valign="top"| flag | ||
| Optional tag of Animation. For more information look [[XML:OBAN|OBAN]] page. | | Optional tag of Animation. For more information on those flags look [[XML:OBAN|OBAN]] page. | ||
;Object animation flags | ;Object animation flags | ||
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| <End> | | <End> | ||
| integer | | integer | ||
| Optional tag of Animation. Frame number. | | Optional tag of Animation. Frame number. Used to define the end of an OBAN from an *.dae file. | ||
|- | |- | ||
| <Start> | | <Start> | ||
| integer | | integer | ||
| Optional tag of Animation. Frame number. | | Optional tag of Animation. Frame number. Used to define the start of an OBAN from an *.dae file. | ||
|} | |} | ||
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<Physics> | <Physics> | ||
<Object Name="motorcycle"> | <Object Name="motorcycle"> | ||
<ScriptId>8</ScriptId> | <ScriptId>8</ScriptId> |
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