XML:TRGE: Difference between revisions

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(attempting an update to the export/import section, but I don't know how to actually replace the data intelligently)
 
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{{Template:XMLModdingHints}}
{{XML_File_Header | prev=TRBS | type=TRGE | next=TRIG | name=Trigger Emitter}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is compatible with onisplit '''v0.9.61.0'''
|}


'''general information'''
==General information==
* TRGE is stored globally (in edition/GameDataFolder/level0_Final)
* The XML on this page is compatible with OniSplit '''v0.9.61.0'''.
* vanilla Oni has only one file of that type: TRGEtrigger_emitter_0
* TRGE is stored globally, in level0_Final.dat.
* the game crashs if you try to put a TRGEtrigger_emitter_0 clone into an AE package
* TRGE files hold the 3D models for laser triggers, however there's only one model used in all of Oni, TRGEtrigger_emitter_0.
* choose a another file name if you want a different TRGE, then create a new TRIG and use your TRGE in the <Emitter> tag, finally modify <Class> tag of BINACJBOTrigger
* 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'''


==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
   |  
   |  
   +-- M3GE
   +-- M3GM
         |
         |
         +-- PNTA <Points>
         +-- PNTA <Points>
Line 25: Line 24:
         +-- TXMP <Texture> (link to external file)
         +-- TXMP <Texture> (link to external file)


{| border=0 cellspacing=20 cellpadding=0 align=right
==XML tags==
| testing replaced mesh<br>(screamer warhead)<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/changed_TRGE_mesh.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/changed_TRGE_mesh_tn.png]<br>
: '''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


'''XML tags'''
===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.)


: '''TRGE'''
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.
:: <Position> - x y z position of the emitter in connection to the M3GM
:: <Direction> - x y z value of the normal vector of the emitter
:: <Geometry> - link to baked in M3GM instance
:: <GunkFlags> - ?


:'''M3GM'''
{{XML}}
:: Are there some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.
:: You can create M3GM meshes from obj files. and then convert it to xml with.
:: onisplit v0.9.61.0 refuse to convert a single M3GM, use for that onisplit [http://mods.oni2.net/node/38 v0.9.41.0]
:: Then you can replace old M3GM xml code with your new one.
:: Remember to change the links (#N) and instance IDs of the new data.

Latest revision as of 20:49, 30 March 2021

TRGE : Trigger Emitter
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

TRBS << Other file types >> TRIG

switch to OBD page

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

Changed TRGE mesh.png
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.