XML:Mtrl: Difference between revisions
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{{XML_File_Header | type=Mtrl | prev=M3GM | next=OBAN | name=Material }} | {{XML_File_Header | type=Mtrl | prev=M3GM | next=OBAN | name=Material}} | ||
== | ==General information== | ||
* The | * The XML on this page is compatible with OniSplit '''v0.9.61.0'''. | ||
* '''Mtrl*.oni''' files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat) | * '''Mtrl*.oni''' files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.) | ||
* They are used by [[XML:BINA/ONIE|ONIE]], [[XML:BINA/TMBD|TMBD]] and [[XML:ONCC#CBPM:_Character_Body_Part_Materials|CBPM]]. | * They are used by [[XML:BINA/ONIE|ONIE]], [[XML:BINA/TMBD|TMBD]] and [[XML:ONCC#CBPM:_Character_Body_Part_Materials|CBPM]]. | ||
* | * Materials are specified solely by the file name, for example "Mtrl'''Armor'''.oni" | ||
* Every material has a parent material (except for "Default") to organize effects in ONIE. | * Every material has a parent material (except for "Default"), in order to organize the effects in ONIE. | ||
: | : For example: An effect is looked up from ONIE if a character get hit by a bullet. | ||
:: Let's imagine the hit body part has Armor as material. If there's no effect for Armor | :: Let's imagine the hit body part has Armor as its material. If there's no effect defined for Armor, the engine looks for the parent material, here Character. And if Character doesn't match, the effect from Default is chosen. | ||
==XML structure== | |||
('''e.g.''' file name "Mtrl'''Armor'''.xml") | ('''e.g.''' file name "Mtrl'''Armor'''.xml") | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
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</Oni> | </Oni> | ||
==Vanilla material tree== | |||
== | |||
Default | Default | ||
| | | |
Revision as of 22:24, 19 March 2021
Mtrl : Material | ||
---|---|---|
XML
M3GM << Other file types >> OBAN |
General information
- The XML on this page is compatible with OniSplit v0.9.61.0.
- Mtrl*.oni files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
- They are used by ONIE, TMBD and CBPM.
- Materials are specified solely by the file name, for example "MtrlArmor.oni"
- Every material has a parent material (except for "Default"), in order to organize the effects in ONIE.
- For example: An effect is looked up from ONIE if a character get hit by a bullet.
- Let's imagine the hit body part has Armor as its material. If there's no effect defined for Armor, the engine looks for the parent material, here Character. And if Character doesn't match, the effect from Default is chosen.
XML structure
(e.g. file name "MtrlArmor.xml")
<?xml version="1.0" encoding="utf-8"?> <Oni> <Mtrl id="0"> <ParentMaterial>MtrlCharacter</ParentMaterial> </Mtrl> </Oni>
Vanilla material tree
Default | +-- Character | | | +-- Armor | +-- Cloth | +-- Flesh | +-- Shield | | | +-- Super_Shield | +-- Glass | | | +-- Clear_Glass | +-- Small_Glass | +-- Tinted_Glass | +-- Unbreak_Glass | +-- Liquid +-- Mesh +-- Solid | +-- Carpet +-- Hard | | | +-- Metal | | | | | +-- Heavy_Metal | | +-- Light_Metal | | +-- Resonant_Metal | | | +-- Stone | | | | | +-- Asphalt | | +-- Concrete | | | +-- Stucco | +-- Loose_Ground | | | +-- Dirt | +-- Snow | +-- Plastic +-- Soft