XML:TRGE: Difference between revisions
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Paradox-01 (talk | contribs) mNo edit summary |
(attempting an update to the export/import section, but I don't know how to actually replace the data intelligently) |
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(12 intermediate revisions by 2 users not shown) | |||
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{{ | {{XML_File_Header | prev=TRBS | type=TRGE | next=TRIG | name=Trigger Emitter}} | ||
''' | ==General information== | ||
* TRGE is stored globally | * The XML on this page is compatible with OniSplit '''v0.9.61.0'''. | ||
* | * TRGE is stored globally, in level0_Final.dat. | ||
* | * TRGE files hold the 3D models for laser triggers, however there's only one model used in all of Oni, TRGEtrigger_emitter_0. | ||
* | * The game crashes if you try to put a TRGEtrigger_emitter_0 file into an AE package to override the original. | ||
* Choose another file name if you want a different TRGE, create a new [[XML:TRIG|TRIG]] and name your TRGE in the <Emitter> tag, and then name your TRIG in the <Class> tag of the level's [[XML:BINA/OBJC/TRIG|BINACJBOTrigger]]. | |||
==File structure== | |||
{| border=0 cellspacing=20 cellpadding=0 style="float:right" | |||
| [[Image:Changed TRGE mesh.png|150px]]<br>test: replaced mesh<br>(screamer warhead) | |||
|} | |||
TRGE | TRGE | ||
| | | | ||
+-- | +-- M3GM | ||
| | | | ||
+-- PNTA <Points> | +-- PNTA <Points> | ||
Line 25: | Line 24: | ||
+-- TXMP <Texture> (link to external file) | +-- TXMP <Texture> (link to external file) | ||
==XML tags== | |||
: '''TRGE''' | |||
:: <Position> - XYZ position of the emitter in connection to the M3GM | |||
:: <Direction> - XYZ value of the normal vector of the emitter | |||
:: <Geometry> - link to M3GM instance | |||
:: <GunkFlags> - unused | |||
==Embedded M3GM== | |||
===Export=== | |||
To extract the DAE of the trigger head, use: | |||
onisplit -extract:xml output_folder input_folder\TRGEfile.oni | |||
===Import=== | |||
You will need to replace the M3GM content with data from another M3GM after running: | |||
onisplit -create output_folder -tex:texture_file input.dae | |||
("-tex" is optional; the TXMP file must created separately if needed.) | |||
Then you can replace the TRGE's old M3GM data with the new M3GM's data. Remember to change the links (#N) and instance IDs of the new data. | |||
{{XML}} | |||
Latest revision as of 20:49, 30 March 2021
TRGE : Trigger Emitter | ||
---|---|---|
XML
TRBS << Other file types >> TRIG |
General information
- The XML on this page is compatible with OniSplit v0.9.61.0.
- TRGE is stored globally, in level0_Final.dat.
- TRGE files hold the 3D models for laser triggers, however there's only one model used in all of Oni, TRGEtrigger_emitter_0.
- The game crashes if you try to put a TRGEtrigger_emitter_0 file into an AE package to override the original.
- Choose another file name if you want a different TRGE, create a new TRIG and name your TRGE in the <Emitter> tag, and then name your TRIG in the <Class> tag of the level's BINACJBOTrigger.
File structure
test: replaced mesh (screamer warhead) |
TRGE | +-- M3GM | +-- PNTA <Points> +-- VCRA <VertexNormals> +-- VCRA <FaceNormals> +-- TXCA <TextureCoordinates> +-- IDXA <TriangleStrips> +-- IDXA <FaceNormalIndices> +-- TXMP <Texture> (link to external file)
XML tags
- TRGE
- <Position> - XYZ position of the emitter in connection to the M3GM
- <Direction> - XYZ value of the normal vector of the emitter
- <Geometry> - link to M3GM instance
- <GunkFlags> - unused
Embedded M3GM
Export
To extract the DAE of the trigger head, use:
onisplit -extract:xml output_folder input_folder\TRGEfile.oni
Import
You will need to replace the M3GM content with data from another M3GM after running:
onisplit -create output_folder -tex:texture_file input.dae
("-tex" is optional; the TXMP file must created separately if needed.)
Then you can replace the TRGE's old M3GM data with the new M3GM's data. Remember to change the links (#N) and instance IDs of the new data.