XML:OFGA

From OniGalore
Revision as of 11:29, 30 April 2013 by Paradox-01 (talk | contribs) (replacing links)
OFGA : Object Furniture Geometry Array
XML modding tips
See HERE to start learning about XML modding.
See HERE if you are searching for information on how to handle object coordinates.
See HERE for some typical modding errors and their causes.
XML.png
XML

OBAN << Other file types >> ONCC

switch to OBD page

general information

  • The xml code on this page is compatible with onisplit v0.9.61.0 and v0.9.68.0
  • OFGA are level specific.
  • OFGA files were rarely used in game, only to get the bounding box of the geometry.
  • Nowadays they are used to import objects with no functions. (Doors, consoles, etc. becomes imported by their object collections. See ONLV for more information.)


tags

XML tag content type description
<OFGA id="..."> integer marks the beginning of OFGA content
<EnvParticle> "#" + integer ENVP instance number (#N)
<Elements> - You can put here quite any number of <OFGAElement> tags. The array is an int32.
<OFGAElement> -
<GunkFlags> flag for more theoretic possible AGQG flags see onisplit -help enums
None
NoCharacterCollision
NoObjectCollision
NoCollision
NoOcclusion
Invisible - used for collision boxes
TwoSided
<Geometry> link M3GMfile_name.oni (don't use file suffix)
<ENVP id="..."> integer Instance number. Use the one from <EnvParticle>.
<Particles> - You can put here quite a number of <ENVPParticle> tags. The array is an int16.
<ENVPParticle> - ENVP is used to store particles attached to objects or furniture: Locklights, lights, fire, smoke, steam, "electricity" etc. Loose particles are normally added to the level particle collection.
<Class> char[64] BINA3RAPfile_name.oni (don't use file prefix/suffix)
<Tag> char[48] Particle name for BSL commands. For some reason an underscore "_" will be added to the name. Examples:
FURN <Particle>test</Particle> + OFGA <Tag>streetlight</Tag> = test_streetlight
FURN <Particle></Particle> + OFGA <Tag>streetlight</Tag> = _streetlight
FURN <Particle>test</Particle> + OFGA <Tag></Tag> = test_
<Transform> matrix Float 3*3 + float X Y Z position of the particle. Can be used to orient and stretch the particles (decals, locklights, etc). (How?)
<DecalScale> integer, integer X Y
<Flags> flag
None
NotInitiallyCreated


Example 1
Extracted "V_tctf_cruiser.oni" (OFGA) from shared folder (furniture), seen in Mod Tool, Wireframe mode.
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <OFGA id="0">
       <EnvParticle></EnvParticle>
       <Elements>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_0</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_1</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_2</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_3</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_4</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_5</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_6</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>Invisible NoObjectCollision</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_7</Geometry>
           </OFGAElement>
       </Elements>
   </OFGA>
</Oni>


Example 2
The streetlights are originally part of the level geometry. For import tests they have been transformed into a M3GM and OFGA file.
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <OFGA id="0">
       <EnvParticle>#1</EnvParticle>
       <Elements>
           <OFGAElement>
               <GunkFlags>NoOcclusion</GunkFlags>
               <Geometry>M3GMstreetlight_0</Geometry>
           </OFGAElement>
       </Elements>
   </OFGA>
   <ENVP id="1">
       <Particles>
           <ENVPParticle>
               <Class>env_lensflare09</Class>
               <Tag>streetlight</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 1.3262 63.5907 10.4082</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>
           <ENVPParticle>
               <Class>env_lensflare09</Class>
               <Tag>streetlight</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 1.3262 63.5907 -8.877</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>
       </Particles>
   </ENVP>
</Oni>


export

To extract the OFGA file.

OniSplit -extract:xml out in/OFGA*.oni

To extract M3GM parts only.

OniSplit -extract:obj out in/OFGA*.oni


import

Be sure your obj file contains triangulated meshes. Quads can give you visual glitches.

OniSplit out_folder -create:m3gm [-tex:texture_name] input_folder/file.obj
-tex argument is optional but you should use it to prevent bugs

After TXMP, M3GM and OFGA creation you can go on to furniture file.