XML:AKEV: Difference between revisions

480 bytes added ,  20 November 2023
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{{XML_File_Header | type=AKEV | prev=AISA | next=BINA | name=Oni Game Level}}
{{XML_File_Header | prev=AISA | type=AKEV | next=BINA/OBJC/CHAR | next_display=BINA | name=Oni Game Level}}
{{finish}} {{XML}}
{{finish}} {{XML}}
There is no reason for regular modders to extract AKEV as xml.
: Extractions are only done for research.


__TOC__
__TOC__


===AKEV===
===AKEV===
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|valign="top"| color
|valign="top"| 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.
| 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 [[XML:ONLV#Vertex_coloring|vertex coloring]].
: This is used for [[Creating a level#Vertex coloring|vertex coloring]].
|-
|-
|valign="top"| <Flags>
|valign="top"| <Flags>
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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.
|}
|}


===AKBP===
===AKBP===