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Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) mNo edit summary |
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|valign="top"| link | |valign="top"| link | ||
| Link to [[#OBOA|OBOA]] via '''instance''' number (#''N''). | | Link to [[#OBOA|OBOA]] via '''instance''' number (#''N''). | ||
: | : The OBOA instance holds doors, <strike>animated objects (usually for cut scenes) and pushable object (they are not used the original game)</strike>(wait for more tests). | ||
|- | |- | ||
|valign="top"| <SkyBox> | |valign="top"| <SkyBox> | ||
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|- | |- | ||
| <Objects> | | <Objects> | ||
| | | - | ||
| | | Array of <OBOAObject> tags. | ||
|- | |- | ||
| <OBOAObject> | | <OBOAObject> | ||
Line 1,100: | Line 1,099: | ||
| <Geometry> | | <Geometry> | ||
| "#" + integer | | "#" + integer | ||
| Link to M3GA instance. | | Link to M3GA instance. -- Doors are made of two parts: an animated and a static part. If this <Geometry> links to a door it will be the animated part. | ||
|- | |- | ||
| <Animation> | | <Animation> | ||
Line 1,170: | Line 1,169: | ||
| <ONOA id="..."> | | <ONOA id="..."> | ||
| integer | | integer | ||
| Instance Id | | Instance Id. | ||
|- | |- | ||
| <Elements> | | <Elements> | ||
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|valign="top"| <ObjectId> | |valign="top"| <ObjectId> | ||
|valign="top"| integer | |valign="top"| integer | ||
| Object Id and type to which this quad belongs (see AKEV's [[XML:AKEV#AGQG|AGQG]] for details) | | Object Id and type to which this quad belongs (see AKEV's [[XML:AKEV#AGQG|AGQG]] for details). | ||
: Actual object Ids can also be found in BINA/OBJC/####. | : Actual object Ids can also be found in BINA/OBJC/####. | ||
|- | |- | ||
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ONOA <ObjectId> -> AKEV AGQG -> BINA/OBJC/#### by type and Id | ONOA <ObjectId> -> AKEV AGQG -> BINA/OBJC/#### by type and Id | ||
ONOA <QuadList> -> ONOA IDXA -> AKEV | ONOA <QuadList> -> ONOA IDXA -> AKEV AGQG by order | ||
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| <IDXA id="..."> | | <IDXA id="..."> | ||
| integer | | integer | ||
| Instance Id | | Instance Id. | ||
|- | |- | ||
| <Indices> | | <Indices> |
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