XML:ONLV: Difference between revisions

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m (placed a few links)
m (ONSK can be a fake name)
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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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==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]==
==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]==
'''General information'''
'''General information'''
* the import doesn't work with empty skybox tag; <Sky>clear</Sky> helps here (or maybe onisplit just wants a name and doesn't care if the resource really exists?)
* triangle limit: ca. 520.000 (500.000 to be on save side)
* triangle limit: ca. 520.000 (500.000 to be on save side)
* actually this is not about the import but when the triangles are packed too tight then the cam will look at too many of them and glitches appear: the visible GQs limit is ca. 16.000, sooner or later higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''" (you can decrease the gs_farclipplane_set value to avoid that problem)
* actually this is not about the import but when the triangles are packed too tight then the cam will look at too many of them and glitches appear: the visible GQs limit is ca. 16.000, sooner or later higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''" (you can decrease the gs_farclipplane_set value to avoid that problem)
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* ''level_textures.tga/jpg/dds
* ''level_textures.tga/jpg/dds
* Character.xml with player
* Character.xml with player
* ONSK name in <Sky> (can be fake name)




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|valign="top"| string
|valign="top"| string
| ONSKfile.oni (without file pre- and suffix)
| ONSKfile.oni (without file pre- and suffix)
The import doesn't work with an empty tag. <Sky>clear</Sky> helps here; any other fictional name will also do.


For detailed information see [[XML:ONSK|HERE]].
For detailed information see [[XML:ONSK|HERE]].

Revision as of 12:16, 2 March 2013

ONLV : Oni Game Level
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

ONLD << Other file types >> ONSK

switch to OBD page

Unfinished building-60px.jpg

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If it is not clear which part of the page is unfinished, ask on the talk page.

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Please update this information to reflect where the community is at today.

Todo list
  • more notes on the shared folder
  • test import with prefix-ed files in shared folder
  • tips with cutscene charas: sync pelvis OBAN and partner TRAM
  • examine low doors/openings: atm sliding under low objects don't seem to work
  • more notes on BNV, linked xml, and exported xml files



Level releases, forum threads and wiki pages

Custom levels that have been created so far:

OCF threads about level creation:

Wiki pages about levels:

Free texture resources


Level import with onisplit 0.9.82.0

General information

  • triangle limit: ca. 520.000 (500.000 to be on save side)
  • actually this is not about the import but when the triangles are packed too tight then the cam will look at too many of them and glitches appear: the visible GQs limit is ca. 16.000, sooner or later higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs number" (you can decrease the gs_farclipplane_set value to avoid that problem)
  • also, keep in mind that characters are visible only within 4099|4099|4099 and -4099|-4099|-4099 world units
  • geometry stops at ca. X=4228|Z=4228 and -4228|-4228 (height not tested)


Demo files

Demo files can be downloaded here.

First put the new "OniSplit.exe" into the second "lab" folder alongside the xml files.

There's a "build.cmd" file. Those two are the important lines:

onisplit -create:level out lab.xml
onisplit -import:pc out level3_Final.dat

The first line create the *.oni files from a master.xml file, in this case "lab.xml". If final, the oni files can be put into a new AE package.

The second line creates level archives which can be used for fast tests. They don't require you to install a package.

Instead of "nosep" you can now also use "pc" for the import. Mac does still use "sep".

If the game crashes while loading (at ca. 5-10% progress), check if all textures were inside the "out" folder.

You can extract the AKEV file to xml, then search for "TXMP".

"TXMP_marker_door" and "TXMP_marker_ghost" will be missing in the demo's "out" folder.

You can add this between the other two lines in the build.cmd to prevent a crash.

onisplit -create:txmp out env/markers/*.tga


The master xml file

File paths can be either absolute or relative.

The master xml file name determine the bsl folder name and the AKEV and ONLV file name in the output folder.


Mandatory files for level import:

  • level_environment.dae
  • level_bnv.dae
  • level_textures.tga/jpg/dds
  • Character.xml with player
  • ONSK name in <Sky> (can be fake name)


XML tag content type description
<?xml version="1.0" encoding="utf-8"?> float, flag Ignore this.
<Oni> -
<Level SharedPath="..."> link The master xml file can link to other xml files, most of them are BINACJBO files. The file type gets declared inside the file, so the file name itself doesn't have to contain the type. Ergo, "BINACJBOCharacter.xml" can be given a simpler name like "Character.xml".

Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space.

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.

<Environment> -
<Model> - See HERE for detailed information.
<Import Path="..."/> link
<Node Id="..."> string informative ?
<ScriptId> integer Tested with BSL command ...
env_show Id 1 (use 0 to hide)
env_broken Id [Id] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18)
env_texswap Id texture (no file prefix/suffix allowed)
<GunkFlags> flag
AGQG (Gunk) flags (trimmed list)

see onisplit -help enums for more flags

None
NoCollision
NoObjectCollision
NoCharacterCollision
NoDecal
TwoSided
Invisible
<Rooms> - For detailed information see HERE.

For Google Sketchup BNV tutorial see HERE.

<Import Path="..."/> link File path to *.dae file. BNV data, used to create pathfinding.
<Textures> -
<Texture Name="..."> string TXMP file name to generate.
<Format> flag
BGR
RGBA
BGR555
BGRA5551
BGRA4444
<GunkFlags> flag
AGQG (Gunk) flags (trimmed list)

see onisplit -help enums for more flags

None
NoCollision
NoObjectCollision
NoCharacterCollision
NoDecal
TwoSided
Invisible
<Image> link File path to *.tga/jpg/dds file.
<Sky> string ONSKfile.oni (without file pre- and suffix)

The import doesn't work with an empty tag. <Sky>clear</Sky> helps here; any other fictional name will also do.

For detailed information see HERE.

<Objects> -
<Import> link File path. Supported files:
Character.xml (has to contain player character)
Console.xml
Door.xml
Flag.xml
Furniture.xml
Neutral.xml
Particle.xml
PatrolPath.xml
Physics.xml
PowerUp.xml
Sound.xml
Trigger.xml
TriggerVolume.xml
Weapon.xml
<Films> -
<Import> link File path to *.xml file. OniSplit creates a FILM file from it.
<Cameras> -
<Camera Path="..."> link File path to *.dae file. OniSplit creates an OBAN file from it.
<Animation Name="..."/> string Name for the OBAN file.


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.

<?xml version="1.0" encoding="utf-8" ?>
<Oni>
   <Level SharedPath="../shared">
       <Environment>
           <Model>
               <Import Path="env/lab_env.dae"/>
               <Import Path="env/lab_bomber_window.dae"/>
               <Import Path="env/lab_motorcycle.dae">
                   <Node Id="motorcycle">
                       <ScriptId>9</ScriptId>
                       <GunkFlags>NoCollision</GunkFlags>
                   </Node>
               </Import>
           </Model>
           <Rooms>
               <Import Path="env/lab_bnv.dae"/>
           </Rooms>
           <Textures>
               <Texture Name="GOO">
                   <Format>bgra4444</Format>
                   <GunkFlags>NoCollision</GunkFlags>
                   <Image>env/images/GOO.tga</Image>
               </Texture>
           </Textures>
       </Environment>
       <Sky>sunset</Sky>
       <Objects>
           <Import>Character.xml</Import>
           <Import>Furniture.xml</Import>
           <Import>TriggerVolume.xml</Import>
           <Import>Physics.xml</Import>
       </Objects>
       <Films>
           <Import>films/BomberKonRun01.xml</Import>
           <Import>films/BomberKonRun02.xml</Import>
       </Films>
       <Cameras>
           <Camera Path="cameras/BomberCam01.dae">
               <Animation Name="BomberCam01"/>
           </Camera>
           <Camera Path="cameras/BomberCam02.dae">
               <Animation Name="BomberCam02"/>
           </Camera>
       </Cameras>
   </Level>
</Oni>


<Model>

This tag is mandatory (it must be present to avoid errors); the model section contains one import path to the AKEV (level) geometry (*.dae) and can contain additional import paths for exceptions (*.dae).

Data from the demo:

               <Import Path="env/lab_env.dae"/>
               <Import Path="env/lab_motorcycle.dae">
                   <Node Id="motorcycle">
                       <ScriptId>9</ScriptId>
                       <GunkFlags>NoCollision</GunkFlags>
                   </Node>
               </Import>

The motorcycle has here script id 9. You can show and hide the object with bsl command env_show whereby the second parameter means true or false.

env_show 9 1
env_show 9 0


EdT demonstrates here env_show. The objects have collision.


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.


More possible applications of env_show
  • grids in front of ventilation shafts (a little door object could be an alternative)
  • ground/ceiling/objects for cutscenes that become partially destroyed
  • destrucable walls like in Deus Ex 3 (trigger volume, replacing punch anim with punch-through-wall anim)


Breakable objects with BSL recognition

Broken env objects can be recognized by bsl command env_broken (ID_1, ID_N). However, this whole thing requires additional code to work.

An example is the training level. Let's determine how we can set up such a thing.

First we need a trigger volume like in level 1.

       <TRGV Id="11495">
           <Header>
               <Flags>Locked</Flags>
               <Position>-714.6615 -298 -555.2073</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Name>tv75</Name>
               <Scripts>
                   <Entry></Entry>
                   <Inside>targets_gone</Inside>
                   <Exit></Exit>
               </Scripts>
               <Teams>255</Teams>
               <Size>400 31 270</Size>
               <TriggerVolumeId>75</TriggerVolumeId>
               <ParentId>0</ParentId>
               <Notes></Notes>
               <Flags>PlayerOnly</Flags>
           </OSD>
       </TRGV>

Now we need some BSL code.

var int inside_target_function;

func void enter_target_function(void)
{
   dprint enter_target_function
   inside_target_function = 1;
}

func void exit_target_function(void)
{
   dprint exit_target_function
   inside_target_function = 0;
}

func void targets_are_not_gone(void)
{
	# CB: turn off the trigger volume and sleep for a second
	# so as not to cause hideous performance loss
	trigvolume_enable tv75 0
	sleep 60
	trigvolume_enable tv75 1
}

func void targets_gone(string ai_name)
{
	if(inside_target_function eq 0)
	{	
		enter_target_function() # catch other "targets_gone" functions to let them do nothing

		var int num_broken = env_broken(3001, 3018);
		# if you only one target use scheme: env_broke(3001, 3001)

		if (num_broken eq 18)
		{
			targets_are_gone();
		}
	
		if (num_broken < 18)
		{
			targets_are_not_gone(); # to set check interval to one second
		}

		exit_target_function
	}
}

func targets_are_not_gone
{
	trigvolume_enable tv75 0
	# [...]
}
Explanation

Player enters the TV, "targets_gone" gets triggered. The variable "inside_target_function" should be 0 be default, so we are entering now the first if statement. Next, we can assume that the player didn't destroy all glass objects, so "num_broken" will be less than 18: "targets_are_not_gone" gets triggered.

The TV function "targets_gone" would be triggered every frame but "targets_are_not_gone" increases the pause between checks: The TV gets deactivated for 60 frames. Then the TV becomes enabled again and will start anew until all glass objects got destroyed or Player left the TV.

Unnecessary "targets_gone" functions will do nothing because "inside_target_function" was set to 1 by the first one.

"targets_are_not_gone" eventually disables the TV to prevent memory overflow, the function contains also all things "[...]" that you want to happen after the glass target broke.


Texture exchange

BSL command supported for PC and Mac:

env_texswap ID texture

Might be useful to switch on/off static and animated textures. (News screen: running or off or smashed. Lava stream: flowing or stagnating or cooled down. Etc.)


<Rooms>

This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids.


<Textures>

This tag is mandatory. Textures become imported as they are; in the texture section you declare exceptions.

               <Texture Name="GOO">
                   <Format>bgra4444</Format>
                   <GunkFlags>NoCollision</GunkFlags>
                   <Image>env/images/GOO.tga</Image>
               </Texture>
  • There you can give a texture a special format, for example "bgra4444", to make it transparent.
  • Use gunkflag "TwoSided" to make surfaces visible from both sides.
  • If the texture comes with gunkflag "NoCollision" then all objects with that texture will have no collision. Characters would fall through it.

Both makes sense, let's say, for a water-like substance. The biolab use this for an area with green acid.

making_a_surface_transparent_and_twosided_tn_zpsae6709f0.png


TwoSided objects

It's also possible to set this in Mod Tool. Use one image source for diffuse and transparency.

It won't work with two image sources even if both sources use the same image. See screenshot if you are still unsure about this.


<Objects>

Character.xml

This file is mandatory. It has to contain a player character or else Oni crashes when ca. 60% of the level got loaded.


Furniture.xml

The AKEV core geometry is more or less unique while this furniture file adds standard objects to it.

Between the <Class> </Class> tags is always a link to an OFGA file.

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
       <Furniture>
           <Header>
               <Flags>Gunk</Flags>
               <Position>-62.692 -29 108.35</Position>
               <Rotation>181.522 356.021 178.114</Rotation>
           </Header>
           <OSD>
               <Class>furniture/V_tctf_bigvan.oni</Class>
           </OSD>
       </Furniture>
   </Objects>
</Oni>


Physics.xml

This file is for objects with "physics". Unlike AKEV core geometry or furniture, those objects can be animated.

XML tag content type description
<?xml version="1.0" encoding="utf-8"?> float, flag Ignore this.
<Oni> -
<Physics> -
<Object Name="..."> string
<ScriptId> integer Tested with BSL command ...
obj_create Id [Id]
obj_kill Id [Id]
env_anim Id [Id]
env_setanim Id [Id]
<Flags> flag
Object setup flags
None
InUse
NoCollision
NoGravity
FaceCollision
<Position> float x3 Optional tag of Object. Only used for non-animated objects. X Y Z position.
<Rotation> float x3 Optional tag of Object. Only used for non-animated objects. X Y Z rotation.
<Scale> float Optional tag of Object. Only used for non-animated objects.

<Import Path="...">

<Import Url="...">

link This tag comes in two variants. It doesn't matter what variant you use.
<Animation Name="..."> link Optional tag. It hold a link to *.dae file.
<Flags> flag Optional tag of Animation. For more information on those flags look OBAN page.
Object animation flags
None
NormalLoop
BackToBackLoop
RandomStartFrame
Autostart
ZAxisUp
<End> integer Optional tag of Animation. Frame number. Used to define the end of an OBAN from an *.dae file.
<Start> integer Optional tag of Animation. Frame number. Used to define the start of an OBAN from an *.dae file.


Example

For documentation purpose the file here has been trimmed down.

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Physics>
       <Object Name="motorcycle">
           <ScriptId>8</ScriptId>
           <Flags>FaceCollision</Flags>
           <Import Url="motorcycle/export.dae">
               <Animation Name="motorcycle02">
                   <Flags>AutoStart</Flags>
                   <End>880</End>
               </Animation>
               <Animation Name="motorcycle02_stop">
                   <Start>881</Start>
               </Animation>
           </Import>
       </Object>
   </Physics>
</Oni>

In this example OniSplit takes the "export.dae" file, looks what parts it contains and creates geometry files from it.

  • M3GMhubs_rear.oni
  • M3GMhubs.oni
  • M3GMmotocycle.oni

It's a nice feature that hierarchies are supported here.

The motorcycle is made of 3 parts so 3 object animations (OBAN) will be created up to frame 880. Then OniSplit creates 3 more OBANs starting from frame 881.

The reason for the interruption at frame 880 is probably to give barabas a few more frames of glory in the cutscene.

  • OBANmotorcycle0200.oni
  • OBANmotorcycle0201.oni
  • OBANmotorcycle0202.oni
  • OBANmotorcycle02_stop00.oni
  • OBANmotorcycle02_stop01.oni
  • OBANmotorcycle02_stop02.oni


Notes about BSL usage

The bio lab script file use the motorcycle objects and animations like this:

	env_show 9 0		# hide solid motorcycle parts (because they get visible at level start)
	# in the original game the motorcycle is separated in object 8, 9 and 10
	# also the OBAN files have a bit different names

	# obj and env objects are totally independent from each other
	# so their script ids might not be the same

	obj_create 8 10		# create animation-ready non-collision motorcycle parts
	env_anim 8 10		# animate those parts (not necessary if OBAN flag is "AutoStart")

	# the first animations would loop because of "AutoStart"
	# so get the right timing to apply the other animations
	# "motorcycle02_stop00" and the others will not loop because they don't have "AutoStart"
	env_setanim 8 motorcycle02_stop00 # motorcycle
	env_setanim 9 motorcycle02_stop01 # hubs
	env_setanim 10 motorcycle02_stop02 # hubs_rear

	obj_kill 8 10		# delete animated parts
	env_show 9 1		# show solid motorcycle parts


Exported Oni Level (ONLV*.xml)

skybox file ONSKafternoon
ONSKafternoon_tn.png

File structure

  • ONLV instance
<Name> - this is your BSL folder (save game slot and level number are defined inside ONLD)
<Environment> - link to AKEV file (solid level geometry)
<Objects> - link to OBOA instance (animated level geometry, sometimes particles)
<SkyBox> - link to ONSK file, originally there are 4 files in level 0: crapsky, night, sunset, afternoon
<Characters> - link to AISA file (pendant of BINACJBOCharacter file), holds character spawn collection
<ObjectQuadMap> - link to ONOA instance (maybe spawnable / function holding objects ?)
<Particles> - link to ENVP instance (pendant of BINACJBOParticle), holds particle spawn collection, door lock lights are typically stored inside ENVP
<Corpses> - link to CRSA instance (corpses consist of 19 body parts)
  • OBOA instance
...
  • ONOA instance
...
  • ENVP instance
...
  • CRSA instance
...
  • M3GA
...
  • IDXA
...


Flags in the <OBOAObject> section

These are also used for the physics.xml file

<Flags>
InUse
NoCollision
NoGravity
FaceCollision
<PhysicsType>
None
Static
Linear
Animated
Newton


Sample code from a trimmed warehouse level.

[...] mean another Corpse code block. There are usually 20 in total. They are somehow needed to prevent bugs.

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <ONLV id="0">
       <Name>EnvWarehouse</Name>
       <Environment>AKEVEnvWarehouse</Environment>
       <Objects>#1</Objects>
       <SkyBox>ONSKafternoon</SkyBox>
       <Characters>AISAlevel1_scripts</Characters>
       <ObjectQuadMap>#2</ObjectQuadMap>
       <Particles>#3</Particles>
       <Corpses>#4</Corpses>
   </ONLV>
   <OBOA id="1">
       <Objects />
   </OBOA>
   <ONOA id="2">
       <Elements />
   </ONOA>
   <ENVP id="3">
       <Particles />
   </ENVP>
   <CRSA id="4">
       <FixedCount>0</FixedCount>
       <UsedCount>0</UsedCount>
       <Corpses>
           <CRSACorpse>
               <CharacterClass></CharacterClass>
               <Transforms>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
                   <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
               </Transforms>
               <BoundingBox>
                   <Min>0 0 0</Min>
                   <Max>0 0 0</Max>
               </BoundingBox>
           </CRSACorpse>
          [...]
       </Corpses>
   </CRSA>
</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)

<Flags>

NotInitiallyCreated


Exported Akira Environment (AKEV*.xml)

Somehow I would like to have the AKEV and ONLV information on one page (like the sound stuff on SNDD). Let's see how this turns out.


AGQG flags - appears to be used by textures.xml <GunkFlags> (just some or all of them ?)

DoorFrame (invisible quad that uses the TXMP_DOOR_FRAME texture)
Ghost (pathfinding volume separator, see AKVA etc)
StairsUp
StairsDown
Stairs
Triangle
Transparent
TwoSided
NoCollision
Invisible
NoObjectCollision
NoCharacterCollision
NoOcclusion
Danger
Horizontal (slope > 70°)
Vertical (slope < 70°)
GridIgnore
NoDecals
Furniture
ProjectionBit0
ProjectionBit1
SoundTransparent
Impassable


(Copied from hex page. Is this still up to date ?)

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.
Ghost, StairsUp, StairsDown
These flags are used for BNV adjacencies, see AKAA. Stairs up/down are used instead of Ghost when the quad is placed at the bottom/top of the stairs. These quads are not visibile. The script variable env_show_ghostgqs is intended to control the visibility of such quads but it requires "debug" level files.
There are a couple of ghost quads that aren't referenced from AKAA. It's likely that those quads are useless.
DoorFrame
This appears to be another type of "ghost" quad (its visibility is controlled by the same env_show_ghostgqs variable). Sometimes it is used together with the Ghost flag but not always. Only the door frames that also have the Ghost flag are used as adjacencies so it's unclear if the rest of the door frames serve any purpose. In fact it appears that this flag has no effect other than making the quad invisible.
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).
NoOcclusion
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.
ProjectionBit
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).
GridIgnore
Appears to be unused. Its likely purpose is to mark quads that don't count as obstacles in the pathfinding grid.
Danger
Appears to be unused. Its likely purpose is to create danger areas in the pathfinding grids. Usually there's a trigger volume nearby that hurts/kills the character. This quads are always invisible.
Invisible
Invisible quads have a couple of different uses:
  • block player access to some parts of the environment
  • stairs ramp
  • collision geometry (used by some "complex" furniture)
  • danger quads (see above)
  • some other apparently useless quads
Furniture
Set for all quads that belong to a furniture object. It doesn't appear to be used. It is also redundant since all the furniture quads have an object id.
NoDecals
Prevents the creation of decals on the quad. Set for door quads because the decals would disappear when the door opens. That's why shooting a door doesn't leave a mark.
Impassable
Probably used by forcefields and end of level boundaries (like in state archive level).


Ideas to test out

None ATM.


Ideas that has been tested

Sky dome - it's a fail

sky box
ugly_skybox_lines_tn.jpg
sky dome
sky_dome_512x512_tn.jpg

Maybe it's possible to create a very big sphere or dome that covers the entire level (and let Oni's skybox unused). If it's doable it could avoid ugly lines of the skybox coming from OpenGL rendering.


Update: 12 June 2012

New issues appeared that need to take care about:

  • brightness:
The brightness can be somewhat influenced by BSL commands like with gl_fog_..., gs_farclipplane and must be set adequately.
  • texture size:
The dome seen in the screenshot has a texture size of 512x512 and hence looks quite pixelated.
The problem might be solved by splitting the dome into sectors and giving each sector its own texture.


gl_fog_start=.99999
sky4sectors_b_tn.jpg
test level over HERE
sky4sectors_a_tn.jpg

Update: 14 June 2012

  • texture boarder and distortions:
Texture boarders have darker pixels so the UV must not reach them. Also after splitting the textures inside the editor there will be little distortions but they are still noticeable enough to make the sky look odd. Fine-tuning the UVs didn't really help.
  • The gs_farclipplane max value makes the size of the dome quite limited: I think that the max radius here is somewhere between 2500 and 5000 world units.

I consider this as a fail. Oni would need bigger view range and a texture support of 2096x2096.


Ideas for onisplit

Neo might update OniSplit so that it is searching specific strings in object names of a dae level file.


Cutscene cams

  • string "cutsceneN" (e.g. cutscene231) -> OBAN


Doors

  • string "door*" (e.g. doorBlastDoorMX2000) -> DOOR + BINACJBODoor + OBAN
    • but if the string is "door*cloneN" then the DOOR and OBAN creation gets skipped (e.g. doorBlastDoorMX2000clone3), only class name, rotation and position get written into BINACJBODoor


Animated objects

  • string "*_BeforeAnim": that's first static object with collision data (e.g. BlueCar1_BeforeAnim)
  • string "*_InAnim": that's the animated cutscene object (e.g. BlueCar1_InAnim)
  • string "*_AfterAnim": that's the second static object with collision data (e.g BlueCar1_AfterAnim)


Fake-destructible objects

  • string "*_BeforeAnim": that's first static object with collision data (e.g. ConcreteWall2_BeforeAnim)
  • string "*_FragmentN": that's the group of animated cutscene objects (fragments of the static object) (e.g. ConcreteWall2_Frag5)
  • string "*_ColFragN": that's the group of static objects with collision data (e.g. ConcreteWall2_ColFrag5)
  • string "*_NoColFragN": that's the group of static objects without character collision (e.g. ConcreteWall2_NoColFrag5)
    NoColFrag would be useful if the fragments are quite numerous and small and hence would pose a problem to the pathfinding