8,452
edits
m (link fix) |
Paradox-01 (talk | contribs) m (so boring, why i'm doing this again?) |
||
Line 32: | Line 32: | ||
;Wiki pages about levels | ;Wiki pages about levels | ||
* [[ | * [[New_levels]] | ||
* [[Lightmapping_levels]] | * [[Lightmapping_levels]] | ||
* [[SketchUp_tutorials_and_tips|SketchUp tutorials and tips]] | * [[SketchUp_tutorials_and_tips|SketchUp tutorials and tips]] | ||
Line 75: | Line 75: | ||
If the game crashes while loading (at ca. 5-10% progress), check if all textures were inside the "out" folder. | 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 | You can extract the AKEV file to xml, then search for the [[XML:AKEV#TXMA|TXMP array]]. | ||
"TXMP_marker_door" and "TXMP_marker_ghost" will be missing in the demo's "out" folder. | "TXMP_marker_door" and "TXMP_marker_ghost" will be missing in the demo's "out" folder. | ||
Line 724: | Line 724: | ||
Results in flags: DoorFrame Transparent TwoSided NoCollision NoOcclusion | Results in flags: DoorFrame Transparent TwoSided NoCollision NoOcclusion | ||
Don't use this. | |||
Line 884: | Line 883: | ||
:Animated | :Animated | ||
:Newton (used with <Flags> FaceCollision to [http://www.youtube.com/watch?v=YICB7qugrtc make object pushable]) | :Newton (used with <Flags> FaceCollision to [http://www.youtube.com/watch?v=YICB7qugrtc make object pushable]) | ||
:: For a pushable object don't use import sub-tags such as animation name, flags, etc. Just use <Import Path="..." '''/'''> or <Import Url="..." '''/'''> | |||
|- | |- | ||
| <Position> | | <Position> | ||
Line 1,022: | Line 1,022: | ||
The most parts of an Oni level are made of ONLV and AKEV. For AKEV's xml tags see [[XML:AKEV|HERE]]. | The most parts of an Oni level are made of ONLV and AKEV. For AKEV's xml tags see [[XML:AKEV|HERE]]. | ||
You would only want to export those two files as xml if you want to check if a texture or an object really made it into the level or not. | |||
Line 1,048: | Line 1,048: | ||
|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, | : The OBOA instance holds doors, animated objects (usually for cut scenes) and pushable object (they are not used the original game). | ||
|- | |- | ||
|valign="top"| <SkyBox> | |valign="top"| <SkyBox> | ||
Line 1,078: | Line 1,078: | ||
===OBOA=== | ===OBOA=== | ||
Used for movable/moving objects. | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
Line 1,162: | Line 1,162: | ||
===ONOA=== | ===ONOA=== | ||
Used by static objects (imported by object collections). | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
Line 1,290: | Line 1,292: | ||
===M3GA=== | ===M3GA=== | ||
One M3GA instance per animated object. | |||
Animated meshes of doors are embedded in ONLV. All other animated meshes are stored outside as M3GM files. | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
Line 1,304: | Line 1,310: | ||
|- | |- | ||
| <Link> | | <Link> | ||
| link | |||
| | | | ||
: #''N'' (instance number) (for non-door) | |||
: M3GM''name'' (for door) | |||
|} | |} | ||
===IDXA ( | ===M3GM=== | ||
Read on [[XML:M3GM|HERE]]. | |||
Note that M3GMs have their own instances: PNTA, VCRA (x2), VCRA (x2), TXCA, IDXA (x2), IDXA. | |||
Animated doors have one part of their geometry embedded in ONLV including M3GM's own instances. | |||
===IDXA=== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
Line 1,325: | Line 1,341: | ||
| <Int32> | | <Int32> | ||
| int32 | | int32 | ||
| Link to <AGQGQuad> in [[XML:AKEV#AGQG|AGQG]] by order. (The array in AGQG starts with 0, so for example <Int32>6</Int32> would link to 7th <AGQGQuad>.) | | | ||
; From ONOA to AGQG elements | |||
: Link to <AGQGQuad> in [[XML:AKEV#AGQG|AGQG]] by order. (The array in AGQG starts with 0, so for example <Int32>6</Int32> would link to 7th <AGQGQuad>.) | |||
; From M3GM to PNTA elements ? | |||
: [...] | |||
; From M3GM to VCRA elements ? | |||
: [...] | |||
|} | |} | ||
<!-- | |||
===IDXA | ===IDXA === | ||
Only used if OBOA has objects. (Tested with door.) | Only used if OBOA has objects. (Tested with door.) | ||
Line 1,351: | Line 1,374: | ||
===IDXA | ===IDXA === | ||
Only used if OBOA has objects. (Tested with door.) | Only used if OBOA has objects. (Tested with door.) | ||
Line 1,371: | Line 1,394: | ||
| Link to | | Link to | ||
|} | |} | ||
--> | |||
Line 1,521: | Line 1,544: | ||
==temporary AKEV notes== | ==temporary AKEV notes== | ||
This goes later to XML:AKEV | This goes later to XML:AKEV | ||
'''(Copied from hex page. Is this still up to date ?)''' | '''(Copied from hex page. Is this still up to date ?)''' | ||
Line 1,598: | Line 1,594: | ||
;Impassable | ;Impassable | ||
:Probably used by forcefields and end of level boundaries (like in state archive level). | :Probably used by forcefields and end of level boundaries (like in state archive level). | ||
edits