20,504
edits
(moved in physics details from OBD:OBAN and added some more) |
m (wording around M3GM and M3GA) |
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{{OBDtr| 0x1E | uint16 |00FFFF| 62 00 | 98 | array size }} | {{OBDtr| 0x1E | uint16 |00FFFF| 62 00 | 98 | array size }} | ||
{{OBDtrBK| First array element (black outline): "setup" for a door or physical/animated object}} | {{OBDtrBK| First array element (black outline): "setup" for a door or physical/animated object}} | ||
{{OBDtr| 0x00 | link |FFC8C8| 01 56 02 00 | 598 | link to [[OBD:M3GA|00598-.M3GA]] - | {{OBDtr| 0x00 | link |FFC8C8| 01 56 02 00 | 598 | link to [[OBD:M3GA|00598-.M3GA]] - (an array of one or more [[OBD:M3GM|M3GM]] geometries) displayed for this object }} | ||
{{OBDtr| 0x04 | link |FFFFC8| 00 00 00 00 | unused | link to [[OBD:OBAN|OBAN]] - animation played when the object is created; a different animation can be selected with env_setanim }} | {{OBDtr| 0x04 | link |FFFFC8| 00 00 00 00 | unused | link to [[OBD:OBAN|OBAN]] - animation played when the object is created; a different animation can be selected with env_setanim }} | ||
{{OBDtr| 0x08 | link |C8FFC8| 00 00 00 00 | unused | link to [[OBD:ENVP|ENVP]] - particles attached to this object (e.g., vehicle headlights)}} | {{OBDtr| 0x08 | link |C8FFC8| 00 00 00 00 | unused | link to [[OBD:ENVP|ENVP]] - particles attached to this object (e.g., vehicle headlights)}} | ||
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==M3GA use== | ==M3GA use== | ||
The link at 0x00 in | The link at 0x00 in the object setup is to an M3GA, i.e., an array that can hold several M3GMs – which, in the OBOA context, behave as if glued together as a single object (driven by the same animation or force, if any). | ||
In the vanilla game data, the only OBOA objects to have several M3GMs in their M3GA are doors with glass sections; this is needed because (a) an M3GM can have only one texture and (b) door frames are required to have a fully opaque texture or else they will have an "inside-out" look because of the front-to-back rendering order. The only exception is door 45 in level6 (Airport Cargo Hangars), which has no transparent parts, and instead just links to the same M3GM twice. | In the vanilla game data, the only OBOA objects to have several M3GMs in their M3GA are doors with glass sections; this is needed because (a) an M3GM can have only one texture and (b) door frames are required to have a fully opaque texture or else they will have an "inside-out" look because of the front-to-back rendering order. The only exception is door 45 in level6 (Airport Cargo Hangars), which has no transparent parts, and instead just links to the same M3GM twice. | ||