XML:ONLV: Difference between revisions

1,454 bytes added ,  26 April 2013
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xml tags of exported ONLV
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==XML export of an Oni level file==
==Level export==
The most parts of an Oni level are made of ONLV and AKEV. For AKEV's xml tags see [[XML:AKEV|HERE]].
 
[...]
 
 
===ONLV===
===ONLV===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
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! description
! description
|-
|-
| <ONLV id="...">
|valign="top"| <ONLV id="...">
| integer
|valign="top"| integer
|
| ONLV's instance number. Should be 0.
|-
|-
| <Name>
|valign="top"| <Name>
| char[64]
|valign="top"| char[64]
| Name of BSL folder. -- Save game slot and level number are defined inside [[XML:ONLD|ONLD]].
| Name of BSL '''folder'''.
: Save game slot and level number are defined inside [[XML:ONLD|ONLD]].
|-
|-
| <Environment>
|valign="top"| <Environment>
| link
|valign="top"| link
| Link to [[XML:AKEV|AKEV]] file.
| Link to [[XML:AKEV|AKEV]] via '''file''' name (AKEV''name''), don't use file suffix .oni
: Level geometry.
|-
|-
| <Objects>
|valign="top"| <Objects>
| link
|valign="top"| link
| Link to OBOA via instance number (#''N'').
| Link to [[#OBOA|OBOA]] via '''instance''' number (#''N'').
: This object array holds [...] geometry of doors*, animated objects (usually for cut scenes) and pushable object (they are not used the original game).
:: * Doors are made of two parts: an animated and a static object.
|-
|-
| <SkyBox>
|valign="top"| <SkyBox>
| link
|valign="top"| link
| Link to ONSK via file name (ONSK''name''), don't use file suffix .oni
| Link to [[XML:ONSK|ONSK]] via '''file''' name (ONSK''name''), don't use file suffix .oni
: This is the sky box.
|-
|-
| <Characters>
|valign="top"| <Characters>
| link
|valign="top"| link
| Link to AISA via file name (AISA''name''), dont' use file suffix .oni
| Link to [[XML:AISA|AISA]] via '''file''' name (AISA''name''), don't use file suffix .oni
: This "AI Setup Array" is an alternative character collection. [[XML:BINA/OBJC/CHAR|CHAR]] is more powerful.
|-
|-
| <ObjectQuadMap>
|valign="top"| <ObjectQuadMap>
|
|valign="top"| link
|
| Link to [[#ONOA|ONOA]] via '''instance''' number (#''N'').
: This "Object Array" holds functional objects - doors, furniture, turrets, triggers and consoles - in addition it appears that the engine only searches for door type.
|-
|-
| <Particles>
|valign="top"| <Particles>
|
|valign="top"| link
|
| Link to [[#ENVP|ENVP]] via '''instance''' number (#''N'').
: Those "Environment Particle" contains traditionally only door lock lights and particles used by [[XML:OFGA|OFGA]].
|-
|-
| <Corpses>
|valign="top"| <Corpses>
|
|valign="top"| link
|
| Link to [[#CRSA|CRSA]] via '''instance''' number (#''N'').
: This is a "Corpse Array". It's used to 'spawn dead characters' like Chung in level 1.
|}
|}


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===CRSA===
===CRSA===
Wanted: "how to add corpses" tutorial
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
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