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==File structure== | ==File structure== | ||
{{Tree list}} | |||
*ONWC | |||
**M3GM (3D mesh) | |||
***PNTA <Points> | |||
***VCRA <VertexNormals> | |||
***VCRA <FaceNormals> | |||
***TXCA <TextureCoordinates> | |||
***IDXA <TriangleStrips> | |||
***IDXA <FaceNormalIndices> | |||
***TXMP <Texture> (link to external file) | |||
{{Tree list|end}} | |||
==XML tags== | ==XML tags== | ||
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| <MaxStartleMisses> | | <MaxStartleMisses> | ||
| float | | 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> | | <SkillIndex> | ||
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Don't use the file suffix ".oni". The file prefix "M3GM" can also be absent; it's optional here. | 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 [[ | M3GM files can be created with [[Vago (tool)|Vago]]. When you convert the ONWC from XML back to .oni, be sure that the M3GM file is in the same folder. | ||
====Old method==== | ====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. | There are various tags which compose the mesh, but all you really need to know is that you can replace that content with data from another M3GM. | ||
You can create M3GM meshes from OBJ files. | You can create M3GM meshes from OBJ files. | ||
: ''onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj'' | : ''onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj'' | ||
:: "-tex" is optional | :: "-tex" is optional and allows you to supply the TXMP .oni that goes with the .obj file. | ||
:: The TXMP file must be created separately (if needed). | :: The TXMP file must be created separately (if needed). | ||