XML:ONLV: Difference between revisions
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At the moment we can't import animated / function holding objects (like door) to levels. This will hopefully change in the future. | <s>At the moment we can't import animated / function holding objects (like door) to levels. This will hopefully change in the future.</s> | ||
But nonetheless we got some levels for our fun: | But nonetheless we got some levels for our fun: | ||
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OCF threads about level creation: | OCF threads about level creation: | ||
* [http://oni.bungie.org/community/forum/viewtopic.php?id=2087 "Creating the Lair - A level tutorial"] | * '''[http://oni.bungie.org/community/forum/viewtopic.php?id=2087 "Creating the Lair - A level tutorial"]''' | ||
* [http://oni.bungie.org/community/forum/viewtopic.php?id=1515 "Creating new levels"] | * [http://oni.bungie.org/community/forum/viewtopic.php?id=1515 "Creating new levels"] | ||
* [http://oni.bungie.org/community/forum/viewtopic.php?pid=33838 "Create levels with pathfinding grids"] | * [http://oni.bungie.org/community/forum/viewtopic.php?pid=33838 "Create levels with pathfinding grids"] | ||
Revision as of 23:05, 6 January 2012
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This page is unfinished. Can you fill in any missing information? |
At the moment we can't import animated / function holding objects (like door) to levels. This will hopefully change in the future.
But nonetheless we got some levels for our fun:
OCF threads about level creation:
- "Creating the Lair - A level tutorial"
- "Creating new levels"
- "Create levels with pathfinding grids"
- "More questions about levels"
- "Sketchup tutorials for making levels"
- "Modding Existing levels - Beta" ("Moveable furniture" post)
wiki pages about levels:
xml section
Gosh. Already outdated. ^_^'
Better see at "Creating the Lair - A level tutorial" link.
ONLV = Oni Level file
file structure
- ONLV instance
- <Name> - this is your BSL folder (save game slot and level number are defined inside ONLD)
- <Environment> - link to AKEV file (solid level geometry)
- <Objects> - link to OBOA instance (animated level geometry, sometimes particles)
- <SkyBox> - link to skybox file
- <Characters> - link to AISA file (pendant of BINACJBOCharacter file), holds character spawn collection
- <ObjectQuadMap> - link to ONOA instance (maybe spawnable / function holding objects ?)
- <Particles> - link to ENVP instance (pendant of BINACJBOParticle), holds particle spawn collection, door lock lights are typically stored inside ENVP
- <Corpses> - link to CRSA instance (corpses consist of 19 body parts)
- OBOA instance
- ...
- ONOA instance
- ...
- ENVP instance
- ...
- CRSA instance
- ...
Sample code from a trimmed warehouse level.
[...] mean another Corpse code block. There are usually 20 in total. They are somehow needed to prevent bugs.
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.56.0">
<Instance id="0" type="ONLV">
<Name>EnvWarehouse</Name>
<Environment>AKEVEnvWarehouse</Environment>
<Objects>#1</Objects>
<SkyBox>ONSKafternoon</SkyBox>
<Characters>AISAlevel1_scripts</Characters>
<ObjectQuadMap>#2</ObjectQuadMap>
<Particles>#3</Particles>
<Corpses>#4</Corpses>
</Instance>
<Instance id="1" type="OBOA">
<Objects />
</Instance>
<Instance id="2" type="ONOA">
<Elements />
</Instance>
<Instance id="3" type="ENVP">
<Particles />
</Instance>
<Instance id="4" type="CRSA">
<FixedCount>0</FixedCount>
<UsedCount>0</UsedCount>
<Corpses>
<CRSACorpse>
<CharacterClass></CharacterClass>
<Transforms>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
<Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3>
</Transforms>
<BoundingBox>
<Min>0 0 0</Min>
<Max>0 0 0</Max>
</BoundingBox>
</CRSACorpse>
[...]
</Corpses>
</Instance>
</Oni>
