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(ssg was dead wrong to remove these) |
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{{OBDtr| 0x000 | res_id |FF0000| 01 35 02 00 | 565 | 00565-.CRSA }} | {{OBDtr| 0x000 | res_id |FF0000| 01 35 02 00 | 565 | 00565-.CRSA }} | ||
{{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | {{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | ||
{{OBDtr| 0x008 | char[12] |00FF00| AD DE | dead | | {{OBDtr| 0x008 | char[12] |00FF00| AD DE | dead | padding }} | ||
{{OBDtr| 0x014 | | {{OBDtr| 0x014 | uint32 |00FFFF| 11 00 00 00 | 17 | number of "fixed" corpses }} | ||
{{OBDtr| 0x018 | | {{OBDtr| 0x018 | uint32 |FF00FF| 11 00 00 00 | 17 | number of "used" corpses }} | ||
{{OBDtr| 0x01C | | {{OBDtr| 0x01C | uint32 |FF8000| 14 00 00 00 | 20 | array capacity; always the same in original Oni }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr2|0x000 | char[ | {{OBDtr2|0x000 | char[32]|FFC8C8| _lvl_3_Intro_TCL_A_corpse.dat| ignored; the name of the source file }} | ||
{{OBDtr|0x020 | uint[32] |FFC8C8| | | node list; runtime only }} | |||
{{OBDtr| 0x0A0 | link |FFFFC8| 01 36 02 00 | 566 | link to 00566-TCTF_lite_1.[[OBD:ONCC|ONCC]] }} | {{OBDtr| 0x0A0 | link |FFFFC8| 01 36 02 00 | 566 | link to 00566-TCTF_lite_1.[[OBD:ONCC|ONCC]] }} | ||
|- ALIGN=CENTER VALIGN=TOP | |- ALIGN=CENTER VALIGN=TOP | ||
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|ALIGN=LEFT|bounding box for the whole corpse | |ALIGN=LEFT|bounding box for the whole corpse | ||
|} | |} | ||
;Array capacity | |||
:The array capacity is larger than the number of "fixed"/"used" corpses to allow the engine to store new corpses at runtime. "Fixed" means that those corpses are never overwritten/deleted at runtime, all new corpses are stored after the "fixed" ones. This means that "fixed" <= "used" <= "capacity". | |||
;Bones | ;Bones | ||
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;Authoring | ;Authoring | ||
:The script command [[make_corpse]](filename) creates a separate corpse file in the Oni folder. | :The script command [[make_corpse]](filename) creates a separate corpse file in the Oni folder. The pose of this corpse is taken from the player character (the [[Dev Mode]] shortcut Ctrl+F7, "Play dead", would have come in handy here). The format is roughly as above. The contents of the files thus created can then be inserted as elements in a level's CRSA. | ||
{{OBD_File_Footer | type=CRSA | prev=CONS | next=DOOR | name=Corpse Array | family=Level}} | {{OBD_File_Footer | type=CRSA | prev=CONS | next=DOOR | name=Corpse Array | family=Level}} | ||
{{OBD}} | |||
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