OBD:DOOR: Difference between revisions
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(sleepy eh?) |
(Everybody thanks Neo ^_^) |
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{{OBDtr| 0x0C | link |FFFFC8| 00 00 00 00 | unused | link to another [[OBD:OFGA|OFGA]] file; never used in Oni }} | {{OBDtr| 0x0C | link |FFFFC8| 00 00 00 00 | unused | link to another [[OBD:OFGA|OFGA]] file; never used in Oni }} | ||
{{OBDtr| 0x10 | link |C8FFC8| 01 28 03 00 | 808 | link to 00808-small_anim.[[OBD:OBAN|OBAN]] }} | {{OBDtr| 0x10 | link |C8FFC8| 01 28 03 00 | 808 | link to 00808-small_anim.[[OBD:OBAN|OBAN]] }} | ||
{{OBDtr| 0x14 | float |C8FFFF| 00 00 00 3F | 0.500000 | unknown | {{OBDtr| 0x14 | float |C8FFFF| 00 00 00 3F | 0.500000 | passed sound "attenuation", exact formula unknown }} | ||
{{OBDtr| 0x18 | int32 |FFC8FF| 02 00 00 00 | 2 | | {{OBDtr| 0x18 | int32 |FFC8FF| 02 00 00 00 | 2 | AI sound types which are allowed to pass, see below }} | ||
{{OBDtr| 0x1C | int32 |FFC800| FF FF FF FF | -1 | AI sound type: | {{OBDtr| 0x1C | int32 |FFC800| FF FF FF FF | -1 | AI sound type: | ||
:-1 - no sound | :-1 - no sound | ||
:0 - | :0 - unimportant | ||
:1 - interest | :1 - interest | ||
:2 - danger | :2 - danger | ||
:3 - melee | :3 - melee | ||
:4 - | :4 - gunfire }} | ||
{{OBDtr| 0x20 | float |C800C8| 00 00 C8 42 |100.000000| AI sound volume }} | {{OBDtr| 0x20 | float |C800C8| 00 00 C8 42 |100.000000| AI sound volume }} | ||
{{OBDtr2|0x24 | char[32] |C87C64| door2_shrt | door open sound (reference to 08355-door2_shrt.[[OBD:OSBD/OSIm|imp.OSBD]]) }} | {{OBDtr2|0x24 | char[32] |C87C64| door2_shrt | door open sound (reference to 08355-door2_shrt.[[OBD:OSBD/OSIm|imp.OSBD]]) }} | ||
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'''About passable sounds''' ( fields 0x14 ; 0x18 ) | |||
*Selected sound types ( field 0x18 ) are allowed to pass through door while rest of sound types is halted as if door were a wall. To be exact, we talk about AI2 sound spheres, it does not really affect way a player can hear actual sounds. | |||
*0x18: | |||
:*0 - all sound types allowed through | |||
:*1 - '''unimportant''' and '''interest''' sound types halted, rest allowed through | |||
:*2 - '''unimportant''', '''interest''', '''danger''','''melee''' sound types halted, '''gunfire''' type allowed through | |||
:*3 - all sound types halted | |||
*When AI2 sound sphere is allowed to pass, it is "attenuated" ( field 0x14 ), its reach is shortened. This shortening is not visible via '''ai2_showsounds=1''' ( it will show whole AI2 sound sphere ). Shortening does not depend on how far source of sound is from door. | |||
{{OBD_File_Footer | type=DOOR | prev=CRSA | next=DPge | name=Door | family=Global}} | {{OBD_File_Footer | type=DOOR | prev=CRSA | next=DPge | name=Door | family=Global}} |
Revision as of 11:23, 29 December 2009
- This is about the door class resource. For door instances, see OBD:BINA/OBJC/DOOR
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 2B 03 00 | 811 | 00811-wh_door1side.DOOR |
0x04 | lev_id | 01 00 00 00 | 0 | level 0 |
0x08 | link | 01 2C 03 00 | 812 | link to 00812-.OFGA |
0x0C | link | 00 00 00 00 | unused | link to another OFGA file; never used in Oni |
0x10 | link | 01 28 03 00 | 808 | link to 00808-small_anim.OBAN |
0x14 | float | 00 00 00 3F | 0.500000 | passed sound "attenuation", exact formula unknown |
0x18 | int32 | 02 00 00 00 | 2 | AI sound types which are allowed to pass, see below |
0x1C | int32 | FF FF FF FF | -1 | AI sound type:
|
0x20 | float | 00 00 C8 42 | 100.000000 | AI sound volume |
0x24 | char[32] | door2_shrt | door open sound (reference to 08355-door2_shrt.imp.OSBD) | |
0x44 | char[32] | door2_shrt | door close sound (reference to 08355-door2_shrt.imp.OSBD) | |
0x64 | int32 | 00 00 00 00 | 0 | runtime only |
0x68 | int32 | 00 00 00 00 | 0 | runtime only |
0x6C | char[20] | AD DE | dead | unused |
About passable sounds ( fields 0x14 ; 0x18 )
- Selected sound types ( field 0x18 ) are allowed to pass through door while rest of sound types is halted as if door were a wall. To be exact, we talk about AI2 sound spheres, it does not really affect way a player can hear actual sounds.
- 0x18:
- 0 - all sound types allowed through
- 1 - unimportant and interest sound types halted, rest allowed through
- 2 - unimportant, interest, danger,melee sound types halted, gunfire type allowed through
- 3 - all sound types halted
- When AI2 sound sphere is allowed to pass, it is "attenuated" ( field 0x14 ), its reach is shortened. This shortening is not visible via ai2_showsounds=1 ( it will show whole AI2 sound sphere ). Shortening does not depend on how far source of sound is from door.
ONI BINARY DATA |
---|
CRSA << Other file types >> DPge |
DOOR : Door |
Global file |