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 | | 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 | : This is used for [[XML:ONLV#Vertex_coloring|vertex coloring]]. | ||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> | ||
Line 232: | Line 232: | ||
| | | | ||
: 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 | ||
Line 247: | Line 247: | ||
: Horizontal (slope > 70°, automatic creation) | : Horizontal (slope > 70°, automatic creation) | ||
: Vertical (slope < 70°, automatic creation) | : Vertical (slope < 70°, automatic creation) | ||
: GridIgnore ( | : 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 | : 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) | ||
Line 257: | Line 257: | ||
|valign="top"| <ObjectId> | |valign="top"| <ObjectId> | ||
|valign="top"| int32 | |valign="top"| int32 | ||
| [[OBD:ONOA|Object type and object id]] are merged here | | [[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 | ||
Line 523: | Line 523: | ||
| <IDXA id="..."> | | <IDXA id="..."> | ||
| integer | | integer | ||
| Instance | | Instance ID. Should be 12. | ||
|- | |- | ||
| <Indices> | | <Indices> | ||
Line 531: | Line 531: | ||
|valign="top"| <Int32> | |valign="top"| <Int32> | ||
|valign="top"| int32 | |valign="top"| int32 | ||
| Stores an object | | 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 | : ''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. | ||
|} | |} | ||
Revision as of 21:56, 17 March 2014
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-element 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 into one number. The value is -1 if the quad doesn't belong to an object.
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> |