OBD:DOOR: Difference between revisions
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'''Geometry and animation''' | |||
*The geometry referenced here is normally used only when a level is designed. Once a level is created the geometry is baked into the [[OBD:AKEV|environment]] and it is also copied into a separate geometry that is referenced by a [[OBD:OBOA|object]]. The texture referenced by the door geometry my be overriden by the texture specified in the [[OBD:BINA/OBJC/DOOR|door object]]. | |||
*In contrast the animation is used during play too. Unlike other object animations door animations are "local", they do not contain the final door position and as a result they can be for doors placed in different locations. | |||
'''About passable sounds''' ( fields 0x14 ; 0x18 ) | '''About passable sounds''' ( fields 0x14 ; 0x18 ) |
Revision as of 14:37, 18 November 2012
- 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 |
Geometry and animation
- The geometry referenced here is normally used only when a level is designed. Once a level is created the geometry is baked into the environment and it is also copied into a separate geometry that is referenced by a object. The texture referenced by the door geometry my be overriden by the texture specified in the door object.
- In contrast the animation is used during play too. Unlike other object animations door animations are "local", they do not contain the final door position and as a result they can be for doors placed in different locations.
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 |