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| |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 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. | | : ''Why can IDs appear here multiple times?'' Most objects are made of multiple triangles/quads. There are as many identical IDs as an object has triangles/quads. When a level gets build, all terrain, buildings and most objects (CJBO) a.k.a. "shared classes" such as furniture and consoles are merged. Through the IDs "individual" objects are still addressable by BSL commands. |
| | :: "Shared classes" are resources used in OniSplit's level creation workflow. They exist only as links in object collections. While building level linked resources manifest into actual (AKEV) 3D data inside an ONLV*.oni file. |
| |} | | |} |
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| ===AKBP=== | | ===AKBP=== |
Revision as of 12:06, 2 November 2023
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This page is unfinished. Can you fill in any missing information? If it is not clear which part of the page is unfinished, ask on the talk page.
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There is no reason for regular modders to extract AKEV as xml.
- Extractions are only done for research.
AKEV
XML tag
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Content type
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Description
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<AKEV id="...">
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<Points>
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<Planes>
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<TextureCoordinates>
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<Quads>
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<QuadTextures>
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<QuadCollision>
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<Debug>
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<Textures>
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<BnvNodes>
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<BnvSides>
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<QuadGroupList>
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<QuadGroupId>
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<BnvBspTree>
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<TransparencyBspTree>
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<Octtree>
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<BnvAdjacency>
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<DoorFrames>
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<BoundingBox>
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<Min>
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<Max>
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<Offset_007C>
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PNTA
XML tag
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Content type
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Description
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<PNTA id="...">
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<BoundingBox>
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<Min>
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<Max>
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<BoundingSphere>
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<Center>
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<Radius>
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<Positions>
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<Vector3>
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PLEA
XML tag
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Content type
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Description
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<PLEA id="...">
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<Planes>
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<Plane>
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TXCA
XML tag
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Content type
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Description
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<TXCA id="...">
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<TexCoords>
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<Vector2>
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AGQG
XML tag
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Content type
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Description
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<AGQG id="...">
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integer
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Instance id. Should be 4.
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<Quads>
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<AGQGQuad>
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<Points>
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<Int32>
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<TextureCoordinates>
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<Int32>
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<Colors>
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<Color>
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color
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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 is used for vertex coloring.
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<Flags>
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flag
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- 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.)
- StairsUp
- StairsDown
- Stairs
- Triangle
- Transparent
- TwoSided (make polygons visible from both sides)
- NoCollision (no character collision, no particle collision)
- Invisible (makes polygons invisible; tip: use two-faced wall for no transition, use one-faced wall for one-way transition)
- NoObjectCollision (no particle collision)
- NoCharacterCollision (characters can go through polygons)
- NoOcclusion
- Danger (automatic creation via _marker_danger texture)
- Horizontal (slope > 70°, automatic creation)
- Vertical (slope < 70°, automatic creation)
- 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)
- Furniture
- ProjectionBit0 (automatic creation)
- ProjectionBit1 (automatic creation)
- SoundTransparent
- Impassable
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<ObjectId>
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int32
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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 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:
- 01 - character
- 02 - patrol path
- 03 - door
- 04 - flag
- 05 - furniture
- 08 - particle
- 09 - powerup
- 0A - sound
- 0B - trigger volume
- 0C - weapon
- 0D - trigger
- 0E - turret
- 0F - console
- 10 - combat
- 11 - melee
- 12 - neutral
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.
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AGQR
XML tag
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Content type
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Description
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<AGQR id="...">
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<Elements>
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<AGQRElement>
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<Texture>
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AGQC
XML tag
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Content type
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Description
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<AGQC id="...">
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<Elements>
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<AGQCElement>
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<Plane>
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<BoundingBox>
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<Min>
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<Max>
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TXMA
XML tag
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Content type
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Description
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<TXMA id="...">
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integer
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Instance Id. Should be 8.
- The TXMA instance stores all textures used by level geometry.
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<Textures>
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-
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This is an int32 array for <Link> tags.
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<Link>
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link
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TXMPname
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AKVA
XML tag
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Content type
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Description
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<AKVA id="...">
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<Nodes>
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<AKVANode>
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<BspTree>
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<Id>
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<FirstSide>
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<LastSide>
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<ChildBnv>
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<SiblingBnv>
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<GridXTiles>
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<GridZTiles>
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<DataOffset>
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<DataSize>
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<TileSize>
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<BoundingBox>
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<Min>
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<Max>
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<GridXOffset>
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<GridZOffset>
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<NodeId>
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<Flags>
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<Floor>
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<Height>
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AKBA
XML tag
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Content type
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Description
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<AKBA id="...">
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<Sides>
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<AKBASide>
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<Plane>
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<FirstAdjacency>
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<LastAdjacency>
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IDXA (quad group list)
XML tag
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Content type
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Description
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<IDXA id="...">
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<Indices>
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<Int32>
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IDXA (quad group id)
XML tag
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Content type
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Description
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<IDXA id="...">
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integer
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Instance ID. Should be 12.
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<Indices>
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-
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This is an int32 array for the <Int32> tags.
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<Int32>
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int32
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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.
- Why can IDs appear here multiple times? Most objects are made of multiple triangles/quads. There are as many identical IDs as an object has triangles/quads. When a level gets build, all terrain, buildings and most objects (CJBO) a.k.a. "shared classes" such as furniture and consoles are merged. Through the IDs "individual" objects are still addressable by BSL commands.
- "Shared classes" are resources used in OniSplit's level creation workflow. They exist only as links in object collections. While building level linked resources manifest into actual (AKEV) 3D data inside an ONLV*.oni file.
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AKBP
XML tag
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Content type
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Description
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<AKBP id="...">
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<Nodes>
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<AKBPNode>
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<Plane>
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<Back>
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<Front>
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ABNA
XML tag
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Content type
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Description
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<ABNA id="...">
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<Elements>
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<ABNAElement>
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<Plane>
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<Front>
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<Back>
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AKOT
XML tag
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Content type
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Description
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<AKOT id="...">
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<Nodes>
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<Leafs>
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<QuadTree>
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<GunkQuad>
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<Bnv>
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AKAA
XML tag
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Content type
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Description
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<AKAA id="...">
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<Elements>
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<AKAAElement>
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<Bnv>
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<Quad>
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AKDA
<AKDA id="17" />
OTIT
XML tag
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Content type
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Description
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<OTIT id="...">
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<Nodes>
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<OTITNode>
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<Children>
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<Int32>
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OTLF
XML tag
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Content type
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Description
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<OTLF id="...">
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<Nodes>
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<OTLFNode>
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<PackedGunkQuadList>
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<Neighbours>
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<Int32>
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<PackedPositionAndSize>
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<PackedBnvList>
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QTNA
XML tag
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Content type
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Description
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<QTNA id="...">
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<Nodes>
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<QTNANode>
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<Children>
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<Int32>
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IDXA (gunk quad)
XML tag
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Content type
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Description
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<IDXA id="...">
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<Indices>
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<Int32>
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IDXA (BNV)
XML tag
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Content type
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Description
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<IDXA id="...">
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<Indices>
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<Int32>
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