XML:ONWC: Difference between revisions

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(clarified unused field <MaxStartleMisses>)
 
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==File structure==
==File structure==
ONWC
{{Tree list}}
  |
*ONWC
  +-- M3GM (embedded 3D mesh)
**M3GM (embedded 3D mesh)
        |
***PNTA <Points>
        +-- PNTA <Points>
***VCRA <VertexNormals>
        +-- VCRA <VertexNormals>
***VCRA <FaceNormals>
        +-- VCRA <FaceNormals>
***TXCA <TextureCoordinates>
        +-- TXCA <TextureCoordinates>
***IDXA <TriangleStrips>
        +-- IDXA <TriangleStrips>
***IDXA <FaceNormalIndices>
        +-- IDXA <FaceNormalIndices>
***TXMP <Texture> (link to external file)
        +-- TXMP <Texture> (link to external file)
{{Tree list/end}}


==XML tags==
==XML tags==
Line 332: Line 332:
| <MaxStartleMisses>
| <MaxStartleMisses>
| float
| float
| Probably the maximum number of times that an AI will fire wildly when surprised before he starts aiming. Also see NoWildShots flag above.
| Unused. If used, this would be the maximum number of times that an AI's shots will have extra inaccuracy when he begins aiming at a target. Also see NoWildShots flag above.
|-
|-
| <SkillIndex>
| <SkillIndex>

Latest revision as of 16:54, 6 March 2024

ONWC : Oni Weapon Class
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

ONVL << Other file types >> OPge

switch to OBD page

General information

  • The XML on this page is compatible with OniSplit v0.9.61.0.
  • Vanilla ONWC files are stored in AE/AEInstaller/vanilla/level0_Final.dat.

File structure

  • ONWC
    • M3GM (embedded 3D mesh)
      • PNTA <Points>
      • VCRA <VertexNormals>
      • VCRA <FaceNormals>
      • TXCA <TextureCoordinates>
      • IDXA <TriangleStrips>
      • IDXA <FaceNormalIndices>
      • TXMP <Texture> (link to external file)

XML tags

XML tag Type Description
<LaserSight> See THIS section below.
<AmmoMeter> See THIS section below.
<Geometry> link Weapon instance number (#N). For geometry importing, see THIS section below.
<Name> char[32] ONWCfile.oni (don't use file prefix/suffix)
<MouseSensitivity> float Weapon's mouse sensitivity (applies to AI too).
<Recoil> See THIS section below.
<RecoilAnimationType> link A recoil animation type.
<ReloadAnimationType> link A reload animation type.
<PauseAfterReload> int16 Pause after reloading, in 1/60 seconds.
<MaxShots> int16 Number of "shots". Let's say a weapon has 4 emitters each with <UsedAmmo>1 and the weapon shall be able to fire 3 times. Then <MaxShots> has to be 12 = 4 * 1 * 3.

A mismatched <MaxShots> number creates an infinite-ammunition bug.

<ParticleCount> int16 Number of attached particles.
<FiringModeCount> int16 Number of used firing modes (max of 2?).
<PauseBeforeReload> int16 Pause before reloading, in 1/60 seconds.
<ReleaseDelay> int16 Delay between the moment the trigger is released and the moment the weapon stops firing.
<Flags> flag Weapon options
NoHolster
UsesCells
TwoHanded
RecoilAffectsAiming
Even without this flag, there will still be recoil. Recoil makes the aim travel upwards as the trigger is held down.
If the flag is set, the aiming will remain elevated after firing the gun.
If flag isn't set, the upward movement stops earlier, and when the firing ends, the weapon will fall to the previous aiming angle.
Automatic
StunSwitcher
If the enemy is within shooting distance (between <MinShootingDistance> and <MaxShootingDistance>) and is knocked down, stunned or blown up, the AI with this weapon switches to melee for a time specified in a *fight timer* field.
KnockdownSwitcher
If the enemy is within shooting distance and is knocked down or blown up, the AI with this weapon switches to melee for a time specified in a *fight timer* field.
Explosive
SecondaryFire
BarabbasWeapon
If the enemy is within shooting distance and is knocked down or blown up, the AI with this weapon switches to melee for a time specified in a *fight timer* field.
Heavy
AutoRelease
HasReleaseDelay
HasLaserSight
ScaleCrosshair
NoFade
DrainAmmo
<FiringModes> Holds 2 <FiringModes> tags.
<AIFiringMode> See THIS section below.
<Particles> Holds 16 <ONWCParticle> tags.
<ONWCParticle> See THIS section below.
<EmptyWeaponSound> link OSBDfile.imp.oni (don't use file prefix/suffix)
<Glow> link TXMPfile.oni (don't use file suffix)
<GlowAmmo> link TXMPfile.oni (don't use file suffix)
<GlowTextureScale> float XZ scale factor of glow textures around weapon when lying on the ground.
<PickupHandleOffset> float XYZ offset of weapon's pickup handle when on the ground.
<HoveringHeight> float Hovering height of weapon when on ground.
Glow textures
They're applied to the lower face of the M3GM's bounding box. The factors in <GlowTextureScale> are the ratio between the X/Z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly.
Pickup handle
The tolerance around the defined handle is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!). This is a rather nasty "feature", as the offsets should definitely be relative to the weapon's orientation. The way it is now, the pickup volume of Barabas' Wave Motion Cannon is not necessarily near the handle. That's why it's hard to pick up sometimes.

<LaserSight>

Crosshair
The default crosshair appears where the laser sight contacts the environment, corpses, etc. A locked-on version of the crosshair appears when the laser sight contacts characters (including the shooter). An "aiming tunnel" is used by the w8_mbo as a complement to the crosshair (w2_sap, w5_sbg, w7_scc and w9_scr use the tunnel with no crosshair).
XML tag Type Description
<Origin> float X, Y, Z
<Stiffness> float X component of laser sight direction?
<AdditionalAzimuth> float Wikipedia definition of azimuth
<AdditionalElevation> float Wikipedia definition of elevation
<LaserMaxLength> float Maximum length of laser sight vector.
<LaserColor> color Laser sight color in BGRA
<NormalTexture> link Crosshair texture: TXMPfile.oni (don't use file suffix)
<NormalColor> color Crosshair background color in BGRA
<NormalScale> float Crosshair scale factor
<LockedTexture> link Locked-on crosshair texture: TXMPfile.oni (don't use file suffix)
<LockedColor> color Locked-on crosshair background color in BGRA
<LockedScale> float Locked-on crosshair scale factor
<TunnelTexture> link Aiming tunnel texture
<TunnelColor> color Tunnel background color in RGBA
<TunnelScale> float Tunnel scale factor
<TunnelCount> int32 Number of tunnel textures
<TunnelSpacing> float Spacing of tunnel textures

<AmmoMeter>

XML tag Type Description
<Icon> link TXMPfile.oni (don't use file suffix)
<Empty> link TXMPfile.oni (don't use file suffix)
<Fill> link TXMPfile.oni (don't use file suffix)

<Recoil>

XML tag Type Description
<Base> float Recoil base (e.g. for w1_tap and w2_sap)
<Max> float Recoil max
<Factor> float Recoil factor
<ReturnSpeed> float Recoil return speed
<FiringReturnSpeed> float Recoil firing return speed

<AIFiringMode>

w11_ba1 is the only vanilla weapon in Oni that uses the second firing mode.

Transform matrix
Probably defined the orientation, scaling and position of the firing spread, but it doesn't appear to be used.
XML tag Type Description
<Flags> flag NoWildShots is the only accepted value. When the AI first sights an enemy, their first shot will go wide if this flag is set (making them more lifelike and giving the player a break). Also see <MaxStartleMisses> tag below.
<InverseDirection> matrix4x3 Targeting inverse transform matrix. The inverse of the matrix that gives the targeting direction.
<Direction> vector3 Targeting direction. Sets the orientation of the firing spread.
<Origin> vector3 Targeting origin. Sets the deviation of the AI's aim from the target's origin
<PredictionSpeed> float Prediction speed. The supposed speed of the projectile, used by the AI to predict where to fire in order to hit a moving target (note that this doesn't strictly work for an accelerating projectile like the plasma rifle's).
<MaxInaccuracyAngle> float Maximum inaccuracy angle. Sets the max angle between the weapon's aiming vector and the target's position; when the AI exceeds this angle (whether due to recoil or the target evading them), they will stop shooting, re-aim the weapon straight at the target, then resume shooting.
<AimRadius> float Always the same. Possibly related to the inaccuracy angle above.
<AISoundRadius> float Weapon's sound sphere radius. The sound sphere is created momentarily every time the weapon fires, and is used to alert the AI (see HERE to read about about AI sound spheres).
<MinShootingDistance> float Minimum shooting distance. If the target is closer than this, the AI ceases firing and moves backward from the target till at least this distance is achieved. Note that this is given as a diameter, not a radius, so the effective distance from the AI to the target is half of this value.
<MaxShootingDistance> float Maximum shooting distance. If the target is farther than this distance, then the AI ceases firing and moves toward the target until it gets below this distance.
<MaxStartleMisses> float Unused. If used, this would be the maximum number of times that an AI's shots will have extra inaccuracy when he begins aiming at a target. Also see NoWildShots flag above.
<SkillIndex> int16 ONCC skill index
<FightTimer> int32 Unknown timer; 240 for w4_psm, 200 for v6_vdg.
<ProjectileSpeed> float Ballistic projectile speed (150 for SBG, 160 for WMC).
<ProjectileGravity> float Ballistic projectile gravity, causing the AI to anticipate the arc their shot will follow. Can be negative for firing at the enemy's feet (0.5 for SBG, 0.3 for WMC).
<FireSpreadLength> float Length of weapon's supposed fire spread. The AI can utilize gunfire-dodging mechanics when it intersects with a fire spread (read HERE for details). Can be visualized with "ai2_showfiringspreads=1" (180 for w1_tap, 150 for w2_sap, 120 for w4_psm).
<FireSpreadWidth> float Base width of weapon's supposed fire spread; can be visualized with "ai2_showfiringspreads=1".
<FireSpreadSkew> float Skew in the weapon's supposed fire spread; can be visualized with "ai2_showfiringspreads=1" (0.1 for w1_tap, 0.21 for w2_sap).
Firing spread

Note that the dodging-oriented fire spread set here is entirely separate from the weapon's actual fire spread, that is, the conical gunfire that a weapon like the autopistol produces (see note at end of the PAR3 Emitters section). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.

<ONWCParticle>

Transformation matrix
This is what defines particle orientation, stretching, etc. See CRSA for details.
XML tag Type Description
<Transform> matrix4x3 The transformation matrix (xx xy xz yx yy yz zx zy zz + x y z offset) of the particle to the weapon.
<ParticleClass> link BINA3RAPfile.oni (don't use file prefix/suffix)
<UsedAmmo> int16 Ammo to remove from current clip when weapon is fired (different for the 2 firing modes of w11_ba1).
<ShotDelay> int16 Normal delay between shots, in frames.
<RoughJusticeShotDelay> int16 'roughjustice' delay between shots, in frames.
<ActiveFrames> int16 Minimum number of frames that the weapon will be firing for; used for w4_psm and w11_ba1.
<TriggeredBy> int16
0 (particle is triggered by fire1)
1 (particle is triggered by fire2)
-1 (particle is triggered by both firing modes)
<DelayBeforeFiring> int16 Delay before firing (think of the WMC's long warm-up time).

Particle adjustment

When adding particles in the <ONWCParticle> section, the last three values of <Transform> are the particle's start location.

In your 3D editor, any object can serve as a helpful reference: pick one point of the object and move it to the location from where the particle should be spawned. Copy the value into the XML file. (Caution: Mod Tool uses a comma as a decimal mark, but OniSplit's XML files use a period.)

M3GM model

Export

onisplit -extract:obj output_folder input_folder\ONWCfile.oni
Version tips:
OniSplit v0.9.86.0 and v0.9.94.0 cannot extract OBJ or DAE using this method
OniSplit v0.9.61.0 can extract M3GM only as OBJ
OniSplit v0.9.41.0 can extract M3GM as OBJ or DAE

Import

In your 3D editor, the weapon must be positioned on the XZ plane and pointing into +X space (weapon rotation {0, 0, 0}).

The center will be located at {0, 0, 0}, while the weapon's grip ends at the approximate position {0.3, ___, -0.5} and {0.8, ___, -0.5}.

Now you can create an M3GM file from the geometry.

New method

To import or change weapon geometry, simply insert the M3GM's file name into ONWC's <Geometry> tag. For example:

<Geometry>M3GMw1_tap_new</Geometry>

Don't use the file suffix ".oni". The file prefix "M3GM" can also be absent; it's optional here.

M3GM files can be created with Vago. When you convert the ONWC from XML back to .oni, be sure that the M3GM file is in the same folder.

Old method

There are various tags which compose the mesh, but all you really need to know that you can replace that content with data from another M3GM.

You can create M3GM meshes from OBJ files.

onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj
"-tex" is optional
The TXMP file must be created separately (if needed).

Then you can convert the file to XML and replace the ONWC's old M3GM XML code (in case you didn't start from scratch). Remember to change the links (#N) and instance IDs of the new data.