XML:AKEV: Difference between revisions
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Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) (txma, idxa (quad group id), some agqg stuff) |
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|- | |- | ||
| <AGQG id="..."> | | <AGQG id="..."> | ||
| | | integer | ||
| | | Instance id. Should be 4. | ||
|- | |- | ||
| <Quads> | | <Quads> | ||
Line 223: | Line 223: | ||
| | | | ||
|- | |- | ||
| <Color> | |valign="top"| <Color> | ||
| | |valign="top"| color | ||
| | | Colors are stored as four value arrays: R G B [A], which means Red Green Blue and the optional Alpha channel value. Min value: 0. Max value: 255. | ||
: This belongs to [[XML:ONLV#Vertex_coloring|vertex coloring]]. | |||
|- | |- | ||
| <Flags> | |valign="top"| <Flags> | ||
| | |valign="top"| flag | ||
| | | | ||
: DoorFrame (invisible quad that uses the _DOOR_FRAME texture, however, this flag has no effect on the game) | |||
: Ghost (pathfinding volume separator, see AKVA etc) | |||
: StairsUp | |||
: StairsDown | |||
: Stairs | |||
: Triangle | |||
: Transparent | |||
: TwoSided (make polygons visible from both sides) | |||
: NoCollision (no character collision, no particle collision) | |||
: Invisible (makes polygons visible; tip: use two-faced wall for no transition, use one-faced wall for one-way transition) | |||
: NoObjectCollision (no particle collision) | |||
: NoCharacterCollision (characters can go through polygons) | |||
: NoOcclusion | |||
: Danger (automatic creation via _marker_danger texture) | |||
: Horizontal (slope > 70°, automatic creation) | |||
: Vertical (slope < 70°, automatic creation) | |||
: GridIgnore (onisplit will ignore the object when it calculate the pathfinding grids, so the grids will be white) | |||
: NoDecals (decals can't be applied to object, doors use this) | |||
: Furniture (Cntl + Shift + s: makes furniture textures red) | |||
: ProjectionBit0 (automatic creation) | |||
: ProjectionBit1 (automatic creation) | |||
: SoundTransparent | |||
: Impassable | |||
|- | |- | ||
| <ObjectId> | |valign="top"| <ObjectId> | ||
| | |valign="top"| int32 | ||
| | | [[OBD:ONOA|Object type and object id]] are merged here to one number. | ||
:Example 1: If <ObjectId> is 251658333 the converted hex value is (0)f 00 00 5d. With that you get the type 0f = console and the id 5d = 93. | |||
:Example 2: If <ObjectId> is 50331739 the converted hex value is (0)3 00 00 5b. With that you get the type 03 = door and the id 5b = 91. | |||
Types: | |||
: 01 - character | |||
: 02 - patrol path | |||
: 03 - door | |||
: 04 - flag | |||
: 05 - furniture | |||
: 08 - particle | |||
: 09 - powerup | |||
: 0A - sound | |||
: 0B - trigger volume | |||
: 0C - weapon | |||
: 0D - trigger | |||
: 0E - turret | |||
: 0F - console | |||
: 10 - combat | |||
: 11 - melee | |||
: 12 - neutral | |||
Obviously not all object types have corresponding gunk quads. The only object types that are used in ONOA by the original levels are door, furniture, turret, trigger and console. In addition it appears that the engine only searches for door type. | |||
|} | |} | ||
Line 303: | Line 348: | ||
! description | ! description | ||
|- | |- | ||
| <TXMA id="..."> | |valign="top"| <TXMA id="..."> | ||
|valign="top"| integer | |||
| Instance Id. Should be 8. | |||
: The TXMA instance stores all textures used by level geometry. | |||
|- | |||
| <Textures> | | <Textures> | ||
| | | - | ||
| This is an int32 array for <Link> tags. | |||
|- | |- | ||
| <Link> | | <Link> | ||
| | | link | ||
| | | ''TXMP''name | ||
|} | |} | ||
Line 472: | Line 522: | ||
|- | |- | ||
| <IDXA id="..."> | | <IDXA id="..."> | ||
| | | integer | ||
| | | Instance Id. Should be 12. | ||
|- | |- | ||
| <Indices> | | <Indices> | ||
| | | - | ||
| | | This is an int32 array for the <Int32> tags. | ||
|- | |- | ||
| <Int32> | |valign="top"| <Int32> | ||
| | |valign="top"| int32 | ||
| | | Stores an object Id used by BSL commands env_broken, env_shade, env_show and env_texswap. Ergo this IDXA should belong to [[OBD:IDXA_AKEV_2|AKEV 2]]. | ||
: ''Why can Ids appear here multiple times?'' Most objects are made of multiple triangles/quads. Probably there are as many equal Ids as an object has triangle/quads. So when you want show/hide/etc. an object, all triangles/quads will be targeted by this way. | |||
|} | |} | ||
Revision as of 14:49, 27 April 2013
AKVA : Oni Game Level | ||
---|---|---|
XML
AISA << Other file types >> BINA |
This page is unfinished. Can you fill in any missing information? |
AKEV
XML tag | content type | description |
---|---|---|
<AKEV id="..."> | ||
<Points> | ||
<Planes> | ||
<TextureCoordinates> | ||
<Quads> | ||
<QuadTextures> | ||
<QuadCollision> | ||
<Debug> | ||
<Textures> | ||
<BnvNodes> | ||
<BnvSides> | ||
<QuadGroupList> | ||
<QuadGroupId> | ||
<BnvBspTree> | ||
<TransparencyBspTree> | ||
<Octtree> | ||
<BnvAdjacency> | ||
<DoorFrames> | ||
<BoundingBox> | ||
<Min> | ||
<Max> | ||
<Offset_007C> |
PNTA
XML tag | content type | description |
---|---|---|
<PNTA id="..."> | ||
<BoundingBox> | ||
<Min> | ||
<Max> | ||
<BoundingSphere> | ||
<Center> | ||
<Radius> | ||
<Positions> | ||
<Vector3> |
PLEA
XML tag | content type | description |
---|---|---|
<PLEA id="..."> | ||
<Planes> | ||
<Plane> |
TXCA
XML tag | content type | description |
---|---|---|
<TXCA id="..."> | ||
<TexCoords> | ||
<Vector2> |
AGQG
XML tag | content type | description |
---|---|---|
<AGQG id="..."> | integer | Instance id. Should be 4. |
<Quads> | ||
<AGQGQuad> | ||
<Points> | ||
<Int32> | ||
<TextureCoordinates> | ||
<Int32> | ||
<Colors> | ||
<Color> | color | Colors are stored as four value arrays: R G B [A], which means Red Green Blue and the optional Alpha channel value. Min value: 0. Max value: 255.
|
<Flags> | flag |
|
<ObjectId> | int32 | Object type and object id are merged here to one number.
Types:
Obviously not all object types have corresponding gunk quads. The only object types that are used in ONOA by the original levels are door, furniture, turret, trigger and console. In addition it appears that the engine only searches for door type. |
AGQR
XML tag | content type | description |
---|---|---|
<AGQR id="..."> | ||
<Elements> | ||
<AGQRElement> | ||
<Texture> |
AGQC
XML tag | content type | description |
---|---|---|
<AGQC id="..."> | ||
<Elements> | ||
<AGQCElement> | ||
<Plane> | ||
<BoundingBox> | ||
<Min> | ||
<Max> |
TXMA
XML tag | content type | description |
---|---|---|
<TXMA id="..."> | integer | Instance Id. Should be 8.
|
<Textures> | - | This is an int32 array for <Link> tags. |
<Link> | link | TXMPname |
AKVA
XML tag | content type | description |
---|---|---|
<AKVA id="..."> | ||
<Nodes> | ||
<AKVANode> | ||
<BspTree> | ||
<Id> | ||
<FirstSide> | ||
<LastSide> | ||
<ChildBnv> | ||
<SiblingBnv> | ||
<GridXTiles> | ||
<GridZTiles> | ||
<DataOffset> | ||
<DataSize> | ||
<TileSize> | ||
<BoundingBox> | ||
<Min> | ||
<Max> | ||
<GridXOffset> | ||
<GridZOffset> | ||
<NodeId> | ||
<Flags> | ||
<Floor> | ||
<Height> |
AKBA
XML tag | content type | description |
---|---|---|
<AKBA id="..."> | ||
<Sides> | ||
<AKBASide> | ||
<Plane> | ||
<FirstAdjacency> | ||
<LastAdjacency> |
IDXA (quad group list)
XML tag | content type | description |
---|---|---|
<IDXA id="..."> | ||
<Indices> | ||
<Int32> |
IDXA (quad group id)
XML tag | content type | description |
---|---|---|
<IDXA id="..."> | integer | Instance Id. Should be 12. |
<Indices> | - | This is an int32 array for the <Int32> tags. |
<Int32> | int32 | Stores an object Id used by BSL commands env_broken, env_shade, env_show and env_texswap. Ergo this IDXA should belong to AKEV 2.
|
AKBP
XML tag | content type | description |
---|---|---|
<AKBP id="..."> | ||
<Nodes> | ||
<AKBPNode> | ||
<Plane> | ||
<Back> | ||
<Front> |
ABNA
XML tag | content type | description |
---|---|---|
<ABNA id="..."> | ||
<Elements> | ||
<ABNAElement> | ||
<Plane> | ||
<Front> | ||
<Back> |
AKOT
XML tag | content type | description |
---|---|---|
<AKOT id="..."> | ||
<Nodes> | ||
<Leafs> | ||
<QuadTree> | ||
<GunkQuad> | ||
<Bnv> |
AKAA
XML tag | content type | description |
---|---|---|
<AKAA id="..."> | ||
<Elements> | ||
<AKAAElement> | ||
<Bnv> | ||
<Quad> |
AKDA
<AKDA id="17" />
OTIT
XML tag | content type | description |
---|---|---|
<OTIT id="..."> | ||
<Nodes> | ||
<OTITNode> | ||
<Children> | ||
<Int32> |
OTLF
XML tag | content type | description |
---|---|---|
<OTLF id="..."> | ||
<Nodes> | ||
<OTLFNode> | ||
<PackedGunkQuadList> | ||
<Neighbours> | ||
<Int32> | ||
<PackedPositionAndSize> | ||
<PackedBnvList> |
QTNA
XML tag | content type | description |
---|---|---|
<QTNA id="..."> | ||
<Nodes> | ||
<QTNANode> | ||
<Children> | ||
<Int32> |
IDXA (gunk quad)
XML tag | content type | description |
---|---|---|
<IDXA id="..."> | ||
<Indices> | ||
<Int32> |
IDXA (BNV)
XML tag | content type | description |
---|---|---|
<IDXA id="..."> | ||
<Indices> | ||
<Int32> |