XML:TURR: Difference between revisions
Paradox-01 (talk | contribs) (+ temp + cat // another page to move ..) |
m (using Image: consistently to make it easier to find all image refs on a page) |
||
(8 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{XML_File_Header | type=TURR | {{XML_File_Header | prev=TSFF | type=TURR | next=TXCA | name=Turret}} | ||
== | ==General information== | ||
* The | * The XML on this page is compatible with OniSplit '''v0.9.61.0''' and '''0.9.68.0'''. | ||
* TURR | * TURR files are stored globally in level0_Final.dat. | ||
* M3GM <BaseGeometry> isn't used | * TURR instances for a level are stored in [[XML:BINA/OBJC/TURR|BINACJBOTurret]]. | ||
* The M3GM in <BaseGeometry> isn't used; instead the turret body is part of the AKEV level geometry. | |||
==File structure== | |||
[[Image:TURR_geometries.png|200px|right|thumb|Extracted DAE in XSI.]] | |||
TURR | TURR | ||
| | | | ||
+-- M3GM <BaseGeometry> (not used | +-- M3GM <BaseGeometry> (not used; turret body must be part of the AKEV level geometry) | ||
| | | | | | ||
| +-- PNTA <Points> | | +-- PNTA <Points> | ||
Line 32: | Line 30: | ||
[...] | [...] | ||
==XML tags== | |||
===<TURR>=== | |||
=== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
| width=200px| <Name> | | width=200px| <Name> | ||
| width=40px| char[64] | | width=40px| char[64] | ||
| | | File name, without prefix "TURR" and suffix ".oni". | ||
|- | |- | ||
| <ParticleCount> | | <ParticleCount> | ||
| int16 | | int16 | ||
| | | Number of <TURRParticle>s that are actually used. | ||
|- | |- | ||
| <Offset_0058> | | <Offset_0058> | ||
Line 80: | Line 75: | ||
| <ArmTranslation> | | <ArmTranslation> | ||
| float | | float | ||
| | | XYZ translation for turret head (body-relative). | ||
|- | |- | ||
| <WeaponTranslation> | | <WeaponTranslation> | ||
| float | | float | ||
| | | XYZ translation for turret gun (head-relative). | ||
|- | |- | ||
| <Particles> | | <Particles> | ||
| | | | ||
| | | Holds 16 <TURRParticle>s, though only 2 or 3 will be used and the rest will be placeholders. | ||
|- | |- | ||
| <TURRParticle> | | <TURRParticle> | ||
| | | | ||
| | | See [[#<TURRParticle>|THIS]] section below. | ||
|- | |- | ||
| <FiringMode> | | <FiringMode> | ||
| | | | ||
| | | See [[#<FiringMode>|THIS]] section below. | ||
|- | |- | ||
| <Targeting> | | <Targeting> | ||
| | | | ||
| | | See [[#<Targeting>|THIS]] section below. | ||
|- | |- | ||
| <WeaponSkill> | | <WeaponSkill> | ||
| | | | ||
| | | See [[#<WeaponSkill>|THIS]] section below. | ||
|- | |- | ||
| <Timeout> | | <Timeout> | ||
| int32 | | int32 | ||
| | | Timeout in frames. | ||
|- | |- | ||
| <MinElevation> | | <MinElevation> | ||
| float | | float | ||
| | | Minimum elevation in radians. | ||
|- | |- | ||
| <MaxElevation> | | <MaxElevation> | ||
| float | | float | ||
| | | Maximum elevation in radians. | ||
|- | |- | ||
| <MinAzimuth> | | <MinAzimuth> | ||
| float | | float | ||
| | | Minimum azimuth in radians. | ||
|- | |- | ||
| <MaxAzimuth> | | <MaxAzimuth> | ||
| float | | float | ||
| | | Maximum azimuth in radians. | ||
|- | |- | ||
| <MaxVerticalSpeed> | | <MaxVerticalSpeed> | ||
| float | | float | ||
| | | Maximum vertical speed in radians per frame. | ||
|- | |- | ||
| <MaxHorizontalSpeed> | | <MaxHorizontalSpeed> | ||
| float | | float | ||
| | | Maximum horizontal speed in radians per frame. | ||
|- | |- | ||
| <ActiveSound> | | <ActiveSound> | ||
Line 139: | Line 134: | ||
|} | |} | ||
===<TURRParticle>=== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|width=200px| <ParticleClass> | |width=200px| <ParticleClass> | ||
|width=40px| link | |width=40px| link | ||
| | | Particle file name without file prefix BINA3RAP and suffix .oni | ||
|- | |- | ||
| <ShotFrequency> | | <ShotFrequency> | ||
| int32 | | int32 | ||
| | | Delay between shots in frames. | ||
|- | |- | ||
| valign=top | <FiringModeOwner> | | valign=top | <FiringModeOwner> | ||
Line 163: | Line 157: | ||
| <Transform> | | <Transform> | ||
| float | | float | ||
| | | Coefficients of transform matrix: x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 | ||
|} | |} | ||
===<FiringMode>=== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|width=200px| <Flags> | |width=200px| <Flags> | ||
Line 179: | Line 172: | ||
| <InverseDirection> | | <InverseDirection> | ||
| matrix4x3 | | matrix4x3 | ||
| | | Targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction | ||
|- | |- | ||
| <Direction> | | <Direction> | ||
| vector3 | | vector3 | ||
| | | Targeting direction | ||
|- | |- | ||
| <Origin> | | <Origin> | ||
| vector3 | | vector3 | ||
| | | Targeting origin | ||
|- | |- | ||
| <PredictionSpeed> | | <PredictionSpeed> | ||
| float | | float | ||
| | | Prediction speed | ||
|- | |- | ||
| <MaxInaccuracyAngle> | | <MaxInaccuracyAngle> | ||
| float | | float | ||
| | | Inaccuracy tolerance; always 0 for TURR . | ||
|- | |- | ||
| <AimRadius> | | <AimRadius> | ||
| float | | float | ||
| | | Aim radius; always the same for TURR and ONWC. | ||
|- | |- | ||
| <AISoundRadius> | | <AISoundRadius> | ||
| float | | float | ||
| | | Sound sphere radius; always the same for TURR. | ||
|- | |- | ||
| <MinShootingDistance> | | <MinShootingDistance> | ||
| float | | float | ||
| | | Minimum shooting distance; always 0 for TURR. | ||
|- | |- | ||
| <MaxShootingDistance> | | <MaxShootingDistance> | ||
| float | | float | ||
| | | Maximum shooting distance; always 0 for TURR. | ||
|- | |- | ||
| <MaxStartleMisses> | | <MaxStartleMisses> | ||
| int16 | | int16 | ||
| | | Maximum startle misses. | ||
|- | |- | ||
| <SkillIndex> | | <SkillIndex> | ||
| int16 | | int16 | ||
| AI shooting skill ID; always 0 for TURR | | AI shooting skill ID; always 0 for TURR. | ||
|- | |- | ||
| <FightTimer> | | <FightTimer> | ||
| int16 | | int16 | ||
| | | Fight timer; always 0 for TURR; 240 for ONWCw4_psm, 200 for ONWCv6_vdg. | ||
|- | |- | ||
| <ProjectileSpeed> | | <ProjectileSpeed> | ||
| float | | float | ||
| | | Ballistic projectile speed (150 for ONWCw5_sbg, 160 for w11_ba1); always 0 for TURR . | ||
|- | |- | ||
| <ProjectileGravity> | | <ProjectileGravity> | ||
| float | | float | ||
| | | Ballistic projectile gravity (0.5 for ONWCw5_sbg, 0.3 for w11_ba1); always 0 for TURR. | ||
|- | |- | ||
| <FireSpreadLength> | | <FireSpreadLength> | ||
| float | | float | ||
| | | Length of firing spread; always 0 for TURR. | ||
|- | |- | ||
| <FireSpreadWidth> | | <FireSpreadWidth> | ||
| flaot | | flaot | ||
| | | Width of firing spread; always 0 for TURR. | ||
|- | |- | ||
| <FireSpreadSkew> | | <FireSpreadSkew> | ||
| float | | float | ||
| | | Skew angle of firing spread; always 0 for TURR. | ||
|} | |} | ||
===<Targeting>=== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|width=200px| <StartleMissAngle> | |width=200px| <StartleMissAngle> | ||
| width=40px| float | | width=40px| float | ||
| | | Always the same for TURR and ONCC (0.5). | ||
|- | |- | ||
| <StartleMissDistance> | | <StartleMissDistance> | ||
| float | | float | ||
| | | Always the same for TURR and ONCC (25). | ||
|- | |- | ||
| <PredictAmount> | | <PredictAmount> | ||
| float | | float | ||
| | | Always the same for TURR (1.0). | ||
|- | |- | ||
| <PredictPositionDelayFrames> | | <PredictPositionDelayFrames> | ||
| int32 | | int32 | ||
| | | Always the same for TURR (0). | ||
|- | |- | ||
| <PredictDelayFrames> | | <PredictDelayFrames> | ||
| int32 | | int32 | ||
| | | Always the same for TURR (5). | ||
|- | |- | ||
| <PredictVelocityFrames> | | <PredictVelocityFrames> | ||
| int32 | | int32 | ||
| | | Always the same for TURR (15). | ||
|- | |- | ||
| <PredictTrendFrames> | | <PredictTrendFrames> | ||
| int32 | | int32 | ||
| | | Always the same for TURR (60). | ||
|} | |} | ||
===<WeaponSkill>=== | |||
All the TURRs have the same shooting skill settings. | |||
All the | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|width=200px| <RecoilCompensation> | |width=200px| <RecoilCompensation> | ||
|width=40px| float | |width=40px| float | ||
| | | Min = 0.0, max = 1.0 | ||
|- | |- | ||
| <BestAimingAngle> | | <BestAimingAngle> | ||
| float | | float | ||
| | | Best aiming angle, in radians. | ||
|- | |- | ||
| <ShotGroupError> | | <ShotGroupError> | ||
| float | | float | ||
| | | Shot grouping error. | ||
|- | |- | ||
| <ShotGroupDecay> | | <ShotGroupDecay> | ||
| float | | float | ||
| | | Shot grouping decay. | ||
|- | |- | ||
| <ShootingInaccuracyMultiplier> | | <ShootingInaccuracyMultiplier> | ||
| float | | float | ||
| | | Shooting inaccuracy multiplier. | ||
|- | |- | ||
| <MinShotDelay> | | <MinShotDelay> | ||
| uint16 | | uint16 | ||
| | | Minimum delay between shots in frames. | ||
|- | |- | ||
| <MaxShotDelay> | | <MaxShotDelay> | ||
| uint16 | | uint16 | ||
| | | Maximum delay between shots in frames. | ||
|} | |} | ||
==Vanilla classes== | |||
[[Image:XSI_ModTool_VanillaTURRs.jpg|400px|thumb]] | |||
== | ==3D model== | ||
=== | ===Export (new method)=== | ||
With OniSplit '''v0.9.94.0+''' (and possibly a few older versions), you can extract the DAE together with the XML from the .oni. | |||
: onisplit -extract:xml output_folder input_folder\TURRfile.oni | |||
You would need to | ===Export (old method)=== | ||
You would need to trim the TURR instance so that only the M3GM and its connected instances remain, and save that as a .oni file. | |||
: onisplit -extract:xml output_folder input_folder\TURRfile.oni | : onisplit -extract:xml output_folder input_folder\TURRfile.oni | ||
: onisplit -create output_folder input_folder\cutfile.xml | : onisplit -create output_folder input_folder\cutfile.xml | ||
Version advice: | |||
: | : OniSplit v0.9.61.0 and v0.9.68.0 can extract M3GM only as OBJ. | ||
: | : OniSplit [http://mods.oni2.net/node/38 v0.9.41.0] can extract M3GM as OBJ or DAE. | ||
Convert the M3GMfile.oni to | Convert the M3GMfile.oni to OBJ: | ||
: onisplit -extract:obj output_folder input_folder\M3GMfile.oni | : onisplit -extract:obj output_folder input_folder\M3GMfile.oni | ||
===Import (new method)=== | |||
There's a bug in OniSplit: before you can convert the DAE and XML back into a .oni, you must clean up some tags in the XML file. | |||
For example, looking at TURRvdg_turret_wall.xml… | |||
<ParticleCount>4</ParticleCount> | |||
…that means 4 <ParticleClass> are used and the rest are not. However, those unused elements contain garbage like "<ParticleClass>�ޭޭޭޭޭޭޭ�</ParticleClass>". Remove that content, making it "<ParticleClass></ParticleClass>". Then you can re-import. | |||
You can create M3GM meshes from | ===Import (old method)=== | ||
You can replace the M3GM content with data from another M3GM. | |||
You first 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 | ||
:: The TXMP file must created separately (if needed). | :: The TXMP file must created separately (if needed). | ||
Then you can convert the file to | Then you can convert the file to XML and replace the TURR's old M3GM XML code. Remember to change the links (#N) and instance IDs of the new data. | ||
Remember to change the links (#N) and instance IDs of the new data. | |||
{{XML}} | {{XML}} |
Latest revision as of 17:38, 21 February 2022
TURR : Turret | ||
---|---|---|
XML
TSFF << Other file types >> TXCA |
General information
- The XML on this page is compatible with OniSplit v0.9.61.0 and 0.9.68.0.
- TURR files are stored globally in level0_Final.dat.
- TURR instances for a level are stored in BINACJBOTurret.
- The M3GM in <BaseGeometry> isn't used; instead the turret body is part of the AKEV level geometry.
File structure
TURR | +-- M3GM <BaseGeometry> (not used; turret body must be part of the AKEV level geometry) | | | +-- PNTA <Points> | +-- VCRA <VertexNormals> | +-- VCRA <FaceNormals> | +-- TXCA <TextureCoordinates> | +-- IDXA <TriangleStrips> | +-- IDXA <FaceNormalIndices> | +-- TXMP <Texture> (link to external file) | +-- M3GM <ArmGeometry> | | | [...] | +-- M3GM <WeaponGeometry> | [...]
XML tags
<TURR>
XML tag | Content type | Description |
---|---|---|
<Name> | char[64] | File name, without prefix "TURR" and suffix ".oni". |
<ParticleCount> | int16 | Number of <TURRParticle>s that are actually used. |
<Offset_0058> | int16 | ? |
<BaseGeometry> | link | M3GM instance number (#N) |
<BaseGunkFlags> | flag | ? |
<ArmGeometry> | link | M3GM instance number (#N) |
<ArmGunkFlags> | flag | ? |
<WeaponGeometry> | link | M3GM instance number (#N) |
<WeaponGunkFlags> | flag | ? |
<ArmTranslation> | float | XYZ translation for turret head (body-relative). |
<WeaponTranslation> | float | XYZ translation for turret gun (head-relative). |
<Particles> | Holds 16 <TURRParticle>s, though only 2 or 3 will be used and the rest will be placeholders. | |
<TURRParticle> | See THIS section below. | |
<FiringMode> | See THIS section below. | |
<Targeting> | See THIS section below. | |
<WeaponSkill> | See THIS section below. | |
<Timeout> | int32 | Timeout in frames. |
<MinElevation> | float | Minimum elevation in radians. |
<MaxElevation> | float | Maximum elevation in radians. |
<MinAzimuth> | float | Minimum azimuth in radians. |
<MaxAzimuth> | float | Maximum azimuth in radians. |
<MaxVerticalSpeed> | float | Maximum vertical speed in radians per frame. |
<MaxHorizontalSpeed> | float | Maximum horizontal speed in radians per frame. |
<ActiveSound> | link | OSBDfile.amb.oni |
<TURRParticle>
XML tag | Content type | Description |
---|---|---|
<ParticleClass> | link | Particle file name without file prefix BINA3RAP and suffix .oni |
<ShotFrequency> | int32 | Delay between shots in frames. |
<FiringModeOwner> | flag |
|
<Transform> | float | Coefficients of transform matrix: x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 |
<FiringMode>
XML tag | Content type | Description |
---|---|---|
<Flags> | flag | NoWildShots |
<InverseDirection> | matrix4x3 | Targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction |
<Direction> | vector3 | Targeting direction |
<Origin> | vector3 | Targeting origin |
<PredictionSpeed> | float | Prediction speed |
<MaxInaccuracyAngle> | float | Inaccuracy tolerance; always 0 for TURR . |
<AimRadius> | float | Aim radius; always the same for TURR and ONWC. |
<AISoundRadius> | float | Sound sphere radius; always the same for TURR. |
<MinShootingDistance> | float | Minimum shooting distance; always 0 for TURR. |
<MaxShootingDistance> | float | Maximum shooting distance; always 0 for TURR. |
<MaxStartleMisses> | int16 | Maximum startle misses. |
<SkillIndex> | int16 | AI shooting skill ID; always 0 for TURR. |
<FightTimer> | int16 | Fight timer; always 0 for TURR; 240 for ONWCw4_psm, 200 for ONWCv6_vdg. |
<ProjectileSpeed> | float | Ballistic projectile speed (150 for ONWCw5_sbg, 160 for w11_ba1); always 0 for TURR . |
<ProjectileGravity> | float | Ballistic projectile gravity (0.5 for ONWCw5_sbg, 0.3 for w11_ba1); always 0 for TURR. |
<FireSpreadLength> | float | Length of firing spread; always 0 for TURR. |
<FireSpreadWidth> | flaot | Width of firing spread; always 0 for TURR. |
<FireSpreadSkew> | float | Skew angle of firing spread; always 0 for TURR. |
<Targeting>
XML tag | Content type | Description |
---|---|---|
<StartleMissAngle> | float | Always the same for TURR and ONCC (0.5). |
<StartleMissDistance> | float | Always the same for TURR and ONCC (25). |
<PredictAmount> | float | Always the same for TURR (1.0). |
<PredictPositionDelayFrames> | int32 | Always the same for TURR (0). |
<PredictDelayFrames> | int32 | Always the same for TURR (5). |
<PredictVelocityFrames> | int32 | Always the same for TURR (15). |
<PredictTrendFrames> | int32 | Always the same for TURR (60). |
<WeaponSkill>
All the TURRs have the same shooting skill settings.
XML tag | Content type | Description |
---|---|---|
<RecoilCompensation> | float | Min = 0.0, max = 1.0 |
<BestAimingAngle> | float | Best aiming angle, in radians. |
<ShotGroupError> | float | Shot grouping error. |
<ShotGroupDecay> | float | Shot grouping decay. |
<ShootingInaccuracyMultiplier> | float | Shooting inaccuracy multiplier. |
<MinShotDelay> | uint16 | Minimum delay between shots in frames. |
<MaxShotDelay> | uint16 | Maximum delay between shots in frames. |
Vanilla classes
3D model
Export (new method)
With OniSplit v0.9.94.0+ (and possibly a few older versions), you can extract the DAE together with the XML from the .oni.
- onisplit -extract:xml output_folder input_folder\TURRfile.oni
Export (old method)
You would need to trim the TURR instance so that only the M3GM and its connected instances remain, and save that as a .oni file.
- onisplit -extract:xml output_folder input_folder\TURRfile.oni
- onisplit -create output_folder input_folder\cutfile.xml
Version advice:
- OniSplit v0.9.61.0 and v0.9.68.0 can extract M3GM only as OBJ.
- OniSplit v0.9.41.0 can extract M3GM as OBJ or DAE.
Convert the M3GMfile.oni to OBJ:
- onisplit -extract:obj output_folder input_folder\M3GMfile.oni
Import (new method)
There's a bug in OniSplit: before you can convert the DAE and XML back into a .oni, you must clean up some tags in the XML file.
For example, looking at TURRvdg_turret_wall.xml…
<ParticleCount>4</ParticleCount>
…that means 4 <ParticleClass> are used and the rest are not. However, those unused elements contain garbage like "<ParticleClass>�ޭޭޭޭޭޭޭ�</ParticleClass>". Remove that content, making it "<ParticleClass></ParticleClass>". Then you can re-import.
Import (old method)
You can replace the M3GM content with data from another M3GM.
You first 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 created separately (if needed).
Then you can convert the file to XML and replace the TURR's old M3GM XML code. Remember to change the links (#N) and instance IDs of the new data.