XML:ONLV: Difference between revisions

503 bytes added ,  2 March 2013
m
placed a few links
(reverted a bit the notes on position, rotation and scale + table for master xml file)
m (placed a few links)
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==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]==
==Level import with onisplit [http://mods.oni2.net/node/38 0.9.82.0]==
'''General information on level import'''
'''General information'''
* the import doesn't work with empty skybox tag; <Sky>clear</Sky> helps here (or maybe onisplit just wants a name and doesn't care if the resource really exists?)
* the import doesn't work with empty skybox tag; <Sky>clear</Sky> helps here (or maybe onisplit just wants a name and doesn't care if the resource really exists?)
* triangle limit: ca. 520.000 (500.000 to be on save side)
* triangle limit: ca. 520.000 (500.000 to be on save side)
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|
|
|-
|-
| <Level SharedPath="...">
|valign="top"| <Level SharedPath="...">
| link
|valign="top"| link
|  
| The master xml file can link to other xml files, most of them are [[OBD:BINA/OBJC#OBJC_types|BINACJBO]] files. The file type gets declared inside the file, so the file name itself doesn't have to contain the type. Ergo, "BINACJBOCharacter.xml" can be given a simpler name like "Character.xml".
 
Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space.
 
In the demo are various subfolders in shared folder: consoles, doors, furniture, triggers and turrets.
Following file types comes there without their file prefixes: CONS, DOOR, TRIG, OFGA.
|-
|-
| <Environment>
| <Environment>
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| <Model>
| <Model>
| -
| -
|
| See [[#<Model>|HERE]] for detailed information.
|-
|-
| <Import Path="..."/>
| <Import Path="..."/>
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| informative ?
| informative ?
|-
|-
| <ScriptId>
|valign="top"| <ScriptId>
| integer
|valign="top"| integer
| Tested with BSL command ...
| Tested with BSL command ...
: env_show Id 1 (use 0 to hide)
: [[#<Model>|env_show Id 1]] (use 0 to hide)
: env_broken Id [Id] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18)
: [[#Breakable objects with BSL recognition|env_broken Id [Id]]] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18)
: env_texswap Id texture (without file pre/suffix)
: [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed)
|-
|-
|valign="top"| <GunkFlags>
|valign="top"| <GunkFlags>
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:Invisible
:Invisible
|-
|-
| <Rooms>
|valign="top"| <Rooms>
| -
|valign="top"| -
|
| For detailed information see [[#<Rooms>|HERE]].
 
For Google Sketchup BNV tutorial see [http://oni.bungie.org/community/forum/viewtopic.php?pid=36760#p36760 HERE].
|-
|-
| <Import Path="..."/>
| <Import Path="..."/>
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| <Texture Name="...">
| <Texture Name="...">
| string
| string
| informative ?
| TXMP file name to generate.
|-
|-
| <Format>
|valign="top"| <Format>
| flag
|valign="top"| flag
|
|
:BGR
:BGR
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| File path to *.tga/jpg/dds file.
| File path to *.tga/jpg/dds file.
|-
|-
| <Sky>
|valign="top"| <Sky>
| string
|valign="top"| string
| ONSKfile.oni (without file pre- and suffix)
| ONSKfile.oni (without file pre- and suffix)
For detailed information see [[XML:ONSK|HERE]].
|-
|-
| <Objects>
| <Objects>
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|valign="top"| link
|valign="top"| link
| File path. Supported files:
| File path. Supported files:
: Character.xml (has to contain player character)
: [[#Character.xml|Character.xml]] (has to contain player character)
: Console.xml
: Console.xml
: Door.xml
: Door.xml
: Flag.xml
: Flag.xml
: Furniture.xml
: [[#Furniture.xml|Furniture.xml]]
: Neutral.xml
: Neutral.xml
: Particle.xml
: Particle.xml
: PatrolPath.xml
: PatrolPath.xml
: Physics.xml
: [[#Physics.xml|Physics.xml]]
: PowerUp.xml
: PowerUp.xml
: Sound.xml
: Sound.xml
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     </Level>
     </Level>
  </Oni>
  </Oni>
====Shared folder====
The master xml file can link to other xml files, most of them are [[OBD:BINA/OBJC#OBJC_types|BINACJBO]] files. The file type gets declared inside the file, so the file name itself doesn't have to contain the type. Ergo, "BINACJBOCharacter.xml" can be given a simpler name like "Character.xml".
Some resources used by those xml files can be found in a "shared" folder. OniSplit copies textures and "physics" objects into the output folder; furniture objects will be integrate into the AKEV. Unused resources in the shared folder will be ignored. That way the final level archive / AE package contains only necessary files which saves the end-user space.
In the demo are various subfolders in shared folder: consoles, doors, furniture, triggers and turrets.
Following file types comes there without their file prefixes: CONS, DOOR, TRIG, OFGA.




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