XML:AKEV: Difference between revisions

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|valign="top"| <Color>
|valign="top"| <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.
| Colors are stored as four-element 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]].
: This is used for [[XML:ONLV#Vertex_coloring|vertex coloring]].
|-
|-
|valign="top"| <Flags>
|valign="top"| <Flags>
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|
: DoorFrame (invisible quad that uses the _DOOR_FRAME texture, however, this flag has no effect on the game)  
: 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)
: Ghost (pathfinding volume separator, see AKVA, etc.)
: StairsUp
: StairsUp
: StairsDown
: StairsDown
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: Horizontal (slope > 70°, automatic creation)  
: Horizontal (slope > 70°, automatic creation)  
: Vertical (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)
: GridIgnore (OniSplit will ignore the object when it calculates the pathfinding grids, so the grids will be white)
: NoDecals (decals can't be applied to object, doors use this)
: NoDecals (decals can't be applied to object; doors use this)
: Furniture (Cntl + Shift + s: makes furniture textures red)
: Furniture (Cntl + Shift + s: makes furniture textures red)
: ProjectionBit0 (automatic creation)
: ProjectionBit0 (automatic creation)
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|valign="top"| <ObjectId>
|valign="top"| <ObjectId>
|valign="top"| int32
|valign="top"| int32
| [[OBD:ONOA|Object type and object id]] are merged here to one number. The value is -1 if the quad doesn't belong to an object.
| [[OBD:ONOA|Object type and object id]] are merged here into one number. The value is -1 if the quad doesn't belong to an object.
: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 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.
: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:
Types:
: 01 - character  
: 01 - character  
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| <IDXA id="...">
| <IDXA id="...">
| integer
| integer
| Instance Id. Should be 12.
| Instance ID. Should be 12.
|-
|-
| <Indices>
| <Indices>
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|valign="top"| <Int32>
|valign="top"| <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]].
| 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.
: ''Why can IDs appear here multiple times?'' Most objects are made of multiple triangles/quads. Probably there are as many identical IDs as an object has triangles/quads. This way, when you want show/hide/etc. an object, all of its triangles/quads will be affected.
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