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Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) m (exported OBOA, CRSA) |
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* tips with cutscene charas: sync pelvis OBAN and partner TRAM | * tips with cutscene charas: sync pelvis OBAN and partner TRAM | ||
* notes on camera and film import ? | * notes on camera and film import ? | ||
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|- | |- | ||
| <Animation> | | <Animation> | ||
| | | link | ||
| | | OBAN''name'' | ||
|- | |- | ||
| <Particle> | | <Particle> | ||
| | | # + integer | ||
| | | Link to ENVP instance. -- There can be multiple ENVP instances. One for locklights and other for those kind of particle. | ||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> | ||
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|- | |- | ||
| <DoorGunkId> | | <DoorGunkId> | ||
| | | the index of the door frame GQ for door objects? | ||
| | | | ||
|- | |- | ||
| <DoorId> | | <DoorId> | ||
| | | int32 | ||
| | | only used for doors; in the case of double doors both doors have the same id and they are flagged as "InUse FaceCollision" | ||
|- | |- | ||
|valign="top"| <PhysicsType> | |valign="top"| <PhysicsType> | ||
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|- | |- | ||
| <ScriptId> | | <ScriptId> | ||
| | | int32 | ||
| | | script Id; used by BSL function obj_create; 65535 = not used | ||
|- | |- | ||
| <Position> | | <Position> | ||
| | | vector | ||
| | | Float x3. Not used for animated objects. | ||
|- | |- | ||
| <Rotation> | | <Rotation> | ||
| | | quaternion | ||
| | | Float x4. Not used for animated objects. | ||
|- | |- | ||
| <Scale> | | <Scale> | ||
| | | | ||
| | | Not used for animated objects. | ||
|- | |- | ||
| <Transform> | | <Transform> | ||
| | | matrix | ||
| | | Float 3*3 + 3 more float for X Y Z position of the object. For more information on the matrix see [[OBD:CRSA]]. Used for animated objects. | ||
|- | |- | ||
| <Name> | | <Name> | ||
| | | char[64] | ||
| | | name of the object; informational only | ||
|} | |} | ||
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| <CRSA id="..."> | | <CRSA id="..."> | ||
| integer | | integer | ||
| | | Instance Id. | ||
|- | |- | ||
| <FixedCount> | | <FixedCount> | ||
| | | integer | ||
| | | appears to have same number as <UsedCount> | ||
|- | |- | ||
| <UsedCount> | | <UsedCount> | ||
| | | integer | ||
| | | | ||
|- | |- | ||
| <Corpses> | |valign="top"| <Corpses> | ||
| | |valign="top"| - | ||
| | | This is an int32 array for the <CRSACorpse> tags. Oni somehow wants 20 slots for corpses. Unused corpses are have their matrix and bounding box filled with zeros. | ||
|- | |- | ||
| <CRSACorpse> | |valign="top"| <CRSACorpse> | ||
| | |valign="top"| - | ||
| | | New corpses can be made with BSL command "make_corpse" and some hex-editing. | ||
:The pose of the corpse is taken from the player character. The format is roughly as above. | |||
:The contents of the files thus created can then be inserted as elements in a level's CRSA. | |||
|- | |- | ||
| <CharacterClass> | | <CharacterClass> | ||
| | | [[XML:ONCC|ONCC]]''name'' | ||
| | | link | ||
|- | |- | ||
| <Transforms> | | <Transforms> | ||
| - | | - | ||
| There are 19 <Matrix4x3> for each <Transforms>. | | There are 19 <Matrix4x3> for each <Transforms> (which represents a body part). | ||
|- | |- | ||
| <Matrix4x3> | | <Matrix4x3> | ||
| | | matrix | ||
| | | Float 3x3 + float x3 for the last 3 values (X Y Z position). For more information about the matrix see [[OBD:CRSA]]. | ||
|- | |- | ||
| <BoundingBox> | | <BoundingBox> | ||
| | | - | ||
| | | Bounding box of the whole corpse. | ||
|- | |- | ||
| <Min> | | <Min> | ||
| | | float x3 | ||
| | | | ||
|- | |- | ||
| <Max> | | <Max> | ||
| | | float x3 | ||
| | | | ||
|} | |} | ||
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| <M3GA id="..."> | | <M3GA id="..."> | ||
| integer | | integer | ||
| | | Instance Id. | ||
|- | |- | ||
| <Geometries> | | <Geometries> |
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