XML:TRIG: Difference between revisions
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===M3GM=== | ===M3GM=== | ||
'''export''' | |||
You would need to cut TRIG instance so that only the M3GM and its connected instances remain and convert it to oni. | |||
: onisplit -extract:xml output_folder input_folder\TRIGfile.oni | |||
: onisplit -create output_folder input_folder\cutfile.xml | |||
version hint: | |||
: onisplit v0.9.61.0 can extract M3GM only as obj | |||
: onisplit [http://mods.oni2.net/node/38 v0.9.41.0] can extract M3GM as obj or dae | |||
Convert the M3GMfile.oni to obj: | |||
: onisplit -extract:obj output_folder input_folder\M3GMfile.oni | |||
'''import''' | |||
Are there some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM. | Are there some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM. | ||
You can create M3GM meshes from obj files. | You can create M3GM meshes from obj files. | ||
: onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj | |||
:: -tex is optional | |||
:: The TXMP file must created separately (if needed). | |||
Then you can convert the file to xml and replace the TRIG's old M3GM xml code. | Then you can convert the file to xml and replace the TRIG's old M3GM xml code. | ||
Remember to change the links (#N) and instance IDs of the new data. | Remember to change the links (#N) and instance IDs of the new data. |
Revision as of 11:18, 20 April 2012
The xml code on this page is compatible with onisplit v0.9.61.0 |
general information
- TRIG files are stored globally (in edition/GameDataFolder/level0_Final)
- TRIG files are intended to hold the rail geometry but <BaseGeometry> (M3GM) isn't used in sole BINACJBOTrigger import, the trigger rail is part of the AKEV level geometry
file structure
TRIG | +-- M3GM <BaseGeometry> (not used in sole BINACJBOTrigger import, trigger rails must be part of the AKEV level geometry) | +-- PNTA <Points> +-- VCRA <VertexNormals> +-- VCRA <FaceNormals> +-- TXCA <TextureCoordinates> +-- IDXA <TriangleStrips> +-- IDXA <FaceNormalIndices> +-- TXMP <Texture> (link to external file)
XML tags
TRIG
<Color> | color32 | R G B A (ignored; was trigger color) |
<TimeOn> | int32 | laser is on for a number of frames (overruled by BINACJBOTrigger ?) |
<TimeOff> | int32 | laser is on for a number of frames (overruled by BINACJBOTrigger ?) |
<StartOffset> | ? | ? |
<AnimScale> | int32 | ? |
<BaseGeometry> | link | M3GM instance number (#N) |
<BaseGunkFlags> | flag | ? |
<Emitter> | char[32] ? | TRGEfile.oni |
<Animation> | char[32] ? | OBANfile.oni |
<ActiveSound> | char[32] | OSBDfile.amb.oni |
<TriggerSound> | char[32] | OSBDfile.imp.oni |
M3GM
export
You would need to cut TRIG instance so that only the M3GM and its connected instances remain and convert it to oni.
- onisplit -extract:xml output_folder input_folder\TRIGfile.oni
- onisplit -create output_folder input_folder\cutfile.xml
version hint:
- onisplit v0.9.61.0 can extract M3GM only as obj
- onisplit v0.9.41.0 can extract M3GM as obj or dae
Convert the M3GMfile.oni to obj:
- onisplit -extract:obj output_folder input_folder\M3GMfile.oni
import
Are there some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.
You can create M3GM meshes from obj files.
- onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj
- -tex is optional
- The TXMP file must created separately (if needed).
Then you can convert the file to xml and replace the TRIG's old M3GM xml code.
Remember to change the links (#N) and instance IDs of the new data.