XML:ONLV: Difference between revisions

m
removed position, rotation and scale from the table, not used with animated obj. added xml template
(started a tag table for Physics.xml)
m (removed position, rotation and scale from the table, not used with animated obj. added xml template)
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{{XML_File_Header | type=ONLV | prev=ONLD | next=ONSK | name=Oni Game Level}}
{{finish}}{{update}}
{{finish}}{{update}}
;Todo list
;Todo list
* add xml header to this page
 
* more notes on the shared folder
* more notes on the shared folder
* test import with prefix-ed files in shared folder
* test import with prefix-ed files in shared folder
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* examine low doors/openings: atm sliding under low objects don't seem to work
* examine low doors/openings: atm sliding under low objects don't seem to work
* more notes on BNV, linked xml, and exported xml files
* more notes on BNV, linked xml, and exported xml files
* test if <Sky> wants real content




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The '''master xml file name''' determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder.
The '''master xml file name''' determine the '''bsl folder name''' and the '''AKEV and ONLV file name''' in the output folder.


'''Ttrimmed''' master file "lab.xml" from the demo:
This is a '''trimmed''' version of the master file "lab.xml" from the demo. It's meant to give you a first impression. -- We might upload a smaller demo someday with all features nonetheless.
 
{| class="wikitable" style="float:right"
{| class="wikitable" style="float:right"
|
|
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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.
Following file types comes there without their file prefixes: CONS, DOOR, TRIG, OFGA. (Test todo: import files that have those prefixes.)
Following file types comes there without their file prefixes: CONS, DOOR, TRIG, OFGA.




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The last original level (syndicate mountain compound) has a big dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too.
The last original level (syndicate mountain compound) has a big satellite dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too.




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|  
|  
|-
|-
| <ScriptId>
|valign="top"| <ScriptId>
| integer
|valign="top"| integer
|
| Tested with BSL command ...
:obj_create Id [Id]
:obj_kill Id [Id]
:env_anim Id [Id]
:env_setanim Id [Id]
|-
|-
|valign="top"| <Flags>
|valign="top"| <Flags>
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:NoGravity
:NoGravity
:FaceCollision
:FaceCollision
|-
| <Position>
| float x3
| Optional tag of Object.
|-
| <Rotation>
| float x3
| Optional tag of Object.
|-
| <Scale>
| float
| Optional tag of Object.
|-
|-
|
|
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| <Animation Name="...">
| <Animation Name="...">
| string
| string
|
| Relative and absolute paths to COLLADA (*.dae) file are supported.
|-
|-
|valign="top"| <Flags>
|valign="top"| <Flags>
|valign="top"| flag
|valign="top"| flag
| Optional tag of Animation. For more information look [[XML:OBAN|OBAN]] page.
| Optional tag of Animation. For more information on those flags look [[XML:OBAN|OBAN]] page.


;Object animation flags
;Object animation flags
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| <End>
| <End>
| integer
| integer
| Optional tag of Animation. Frame number.
| Optional tag of Animation. Frame number. Used to define the end of an OBAN from an *.dae file.
|-
|-
| <Start>
| <Start>
| integer
| integer
| Optional tag of Animation. Frame number.
| Optional tag of Animation. Frame number. Used to define the start of an OBAN from an *.dae file.
|}
|}


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     <Physics>
     <Physics>


<!--
        <Object Name="fan1">
            <ScriptId>42</ScriptId>
            <Flags>FaceCollision</Flags>
            <Position>20 10 0</Position>
            <Rotation>0 0 0</Rotation>
            <Import Path="objects/fan2.dae" />
        </Object>
-->
         <Object Name="motorcycle">
         <Object Name="motorcycle">
             <ScriptId>8</ScriptId>
             <ScriptId>8</ScriptId>
8,452

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