XML:ONLV: Difference between revisions

428 bytes added ,  22 February 2013
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====shared folder====
====shared folder====
The master xml file can link to other xml files, most of them are object collections. Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space.
The master xml file can link to other xml files, most of them are [[OBD:BINA/OBJC#OBJC_types|BINACJBO]] files. The file type gets declared inside the file, so the file name itself doesn't has to contain the type. Ergo, "BINACJBOCharacter.xml" can be given a simpler name like "Character.xml".
 
Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space.


In the demo are various subfolders in shared folder: consoles, doors, furniture, triggers and turrets.
In the demo are various subfolders in shared folder: consoles, doors, furniture, triggers and turrets.
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====<Textures>====
====<Textures>====
This tag is mandatory. Textures become imported as they are; in the texture section you declare exceptions.
This tag is mandatory. Textures become imported as they are; in the texture section you declare exceptions.
                <Texture Name="GOO">
                    <Format>bgra4444</Format>
                    <GunkFlags>NoCollision</GunkFlags>
                    <Image>env/images/GOO.tga</Image>
                </Texture>


* There you can give a texture a special format, for example "bgra4444", to make it transparent. Transparent surfaces can be seen from both sides.
* There you can give a texture a special format, for example "bgra4444", to make it transparent. Transparent surfaces can be seen from both sides.
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* OBANmotorcycle0202.oni
* OBANmotorcycle0202.oni
* OBANmotorcycle02_stop00.oni
* OBANmotorcycle02_stop00.oni
* OBANmotorcycle02_stop02.oni
* OBANmotorcycle02_stop01.oni
* OBANmotorcycle02_stop02.oni
* OBANmotorcycle02_stop02.oni


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