XML:ONLV: Difference between revisions

1,228 bytes added ,  2 March 2013
Funiture table (Do those flags even work?)
m (pushable objects: FaceCollision + Newton)
(Funiture table (Do those flags even work?))
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;Todo list
;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
* tips with cutscene charas: sync pelvis OBAN and partner TRAM
* 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
 
* do FURN and object setup flags like InUse work? and if, what do they do?


__TOC__
__TOC__
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* ''level_bnv''.dae
* ''level_bnv''.dae
* ''level_textures.tga/jpg/dds
* ''level_textures.tga/jpg/dds
* Character.xml with player
* Character.xml or AISA with player
* ONSK name in <Sky> (can be fake name)
* ONSK name in <Sky> (can be fake name)


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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. OniSplit recognize them nonetheless.
|-
|-
| <Environment>
| <Environment>
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| <Node Id="...">
| <Node Id="...">
| string
| string
| informative ?
| informative (space for notes so to say)
|-
|-
|valign="top"| <ScriptId>
|valign="top"| <ScriptId>
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|valign="top"| link
|valign="top"| link
| File path. Supported files:
| File path. Supported files:
: [[#Character.xml|Character.xml]] (has to contain player character)
: [[#Character.xml|Character.xml]] (has to contain player character if there's no AISA file with it)
: Console.xml
: Console.xml
: Door.xml
: Door.xml
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=====Furniture.xml=====
=====Furniture.xml=====
The AKEV core geometry is more or less unique while this furniture file adds standard objects to it.
The AKEV core geometry is more or less unique while this furniture file adds standard objects (e.g. crates and desks) to it.
 
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| content type
! description
|-
| <?xml version="1.0" encoding="utf-8"?>
|valign="top"| float, flag
|valign="top"| Ignore this.
|-
| <Oni>
| -
|
|-
| <Objects>
| -
| This tags marks the file as BINACJBO.
|-
| <Furniture>
| -
| This tags marks the file as FURN.
|-
| <Header>
|
|
|-
|valign="top"| <Flags>
|valign="top"| flag
| Optional tag. (Do those flags even work?)
:None
:Locked
:PlacedInGame
:Temporary
:Gunk
|-
| <Position>
| float x3
| Optional tag. X Y Z position.
|-
| <Rotation>
| float x3
| Optional tag. X Y Z rotation.
|-
| <OSD>
| -
|
|-
|valign="top"| <Class>
|valign="top"| link
| File path to an [[XML:OFGA|OFGA]] (*.oni) file. Make sure that the OFGA comes also with the files it needs: M3GM and TXMP.
 
OFGA can hold multiple M3GM. That 3d content will be integrate into the AKEV.
|-
|valign="top"| <Particle>
|valign="top"| string
| This name gets written into <Tag> inside ONLV (ENVP section) and can be used with BSL commands.
 
E.g. you can take control over a particle via "particle BSL_name start". For more commands see [[XML:BINA/OBJC/PART#BSL_support|HERE]].
|}
 


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


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
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| <Object Name="...">
| <Object Name="...">
| string
| string
|  
| Use an unique name for each object.
|-
|-
|valign="top"| <ScriptId>
|valign="top"| <ScriptId>
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;Object animation flags
;Object animation flags
:None
:None
:NormalLoop
:Loop
:BackToBackLoop
:PingPong
:RandomStartFrame
:RandomStart
:Autostart
:AutoStart
:ZAxisUp
:Local
|-
|-
| <End>
| <End>
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