XML:Mtrl: Difference between revisions

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=[[OBD:Mtrl|Mtrl]]: materials=
{{XML_File_Header | prev=M3GM | type=Mtrl | next=OBAN | name=Material}}


{{Template:XMLModdingHints}}
==General information==
* The XML on this page is compatible with OniSplit '''v0.9.61.0'''.
* '''Mtrl*.oni''' files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
* They are used by [[XML:BINA/ONIE|ONIE]], [[XML:BINA/TMBD|TMBD]] and [[XML:ONCC#CBPM:_Character_Body_Part_Materials|CBPM]].
* Materials are specified solely by the file name, for example "Mtrl'''Armor'''.oni"
* Every material has a parent material (except for "Default"), in order to organize the effects in ONIE.
: For example: An effect is looked up from ONIE if a character get hit by a bullet.
:: Let's imagine the hit body part has Armor as its material. If there's no effect defined for Armor, the engine looks for the parent material, here Character. And if Character doesn't match, the effect from Default is chosen.


'''general information'''
==XML structure==
* '''Mtrl*.oni''' files are global. (They can be found in edition/GameDataFolder/level0_...)
('''e.g.''' file name "Mtrl'''Armor'''.xml")
* They are used by [[OBD_talk:BINA/ONIE|ONIE]], [[OBD_talk:BINA/TMBD|TMBD]] and [[OBD_talk:ONCC#CBPM|CBPM]].
* Material is only specified by the file name, for example "Mtrl'''Explosive'''.oni" (That was an experimental material of [[User:Loser|Andrashi]].)
* Every material has a parent material to organize effects in ONIE.
 
 
'''XML structure'''
 
(e.g. file name "MtrlExplosive.xml")
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni Version="0.9.37.0">
  <Oni>
    <Instance id="0" type="Mtrl">
    <Mtrl id="0">
        <ParentMaterial>MtrlGlass</ParentMaterial>
        <ParentMaterial>Mtrl'''Character'''</ParentMaterial>
    </Instance>
    </Mtrl>
  </Oni>
  </Oni>
==Vanilla material tree==
{{Tree list}}
*Default
**Character
***Armor
***Cloth
***Flesh
***Shield
****Super_Shield
**Glass
***Clear_Glass
***Small_Glass
***Tinted_Glass
***Unbreak_Glass
** Liquid
**Mesh
**Solid
***Carpet
***Hard
****Metal
*****Heavy_Metal
*****Light_Metal
*****Resonant_Metal
****Stone
*****Asphalt
*****Concrete
****Stucco
***Loose_Ground
****Dirt
****Snow
***Plastic
***Soft
{{Tree list|end}}
{{XML}}