OBD:AGQG
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Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 49 02 00 | 585 | 00585-.AGQG |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[20] | AD DE | dead | unused |
0x1C | int32 | 15 A8 00 00 | 35349 | array size |
First element (black outline) | ||||
0x00 | int32 | 00 00 00 00 | 0 | PNTA element for 1st vertex |
0x04 | int32 | 01 00 00 00 | 1 | PNTA element for 2nd vertex |
0x08 | int32 | 02 00 00 00 | 2 | PNTA element for 3rd vertex |
0x0C | int32 | 03 00 00 00 | 3 | PNTA element for 4th vertex |
0x10 | int32 | F5 0F 00 00 | 4085 | TXCA element for 1st vertex |
0x14 | int32 | F3 0F 00 00 | 4083 | TXCA element for 2nd vertex |
0x18 | int32 | F4 0F 00 00 | 4084 | TXCA element for 3rd vertex |
0x1C | int32 | F6 0F 00 00 | 4086 | TXCA element for 4th vertex |
0x20 | color | 00 00 00 00 | 0, 0, 0, 0 | byte-swapped ARGB color for 1st vertex |
0x24 | color | 00 00 00 00 | 0, 0, 0, 0 | byte-swapped ARGB color for 2nd vertex |
0x28 | color | 02 07 09 00 | 2, 7, 9, 0 | byte-swapped ARGB color for 3rd vertex |
0x2C | color | 06 15 1E 00 | 6, 21, 30, 0 | byte-swapped ARGB color for 4th vertex |
0x30 | bitset32 | 00 00 08 02 | 0, 0, 8, 2 | flags (see below this table) |
0x34 | int16 | FF FF | -1 | object ID (obsolete?) |
0x36 | int16 | FF FF | -1 | object type (obsolete?) |
- Objects
- Those IDs and types also appear in ONOA. Types are:
- 0x00 03 - door
- 0x00 05 - furniture
- 0x00 13 - trigger
- 0x00 14 - turret
- 0x00 15 - console
- They seem obsolete (but may be useful for selective viewing/extracting of environment)
- Triangles
- Many quads are in fact triangles: the last two vertices have the same PNTA and TXCA entries, and the ARGB color is (255, 205, 205, 205) (80% gray, 100% opaque). There is also a flag specifying that (see below).
- Flags
- 0x01 00 00 00 - unknown
- 0x02 00 00 00 - ghost (pathfinding volume separator, see AKVA etc)
- 0x04 00 00 00 - stairs up
- 0x08 00 00 00 - stairs down
- 0x10 00 00 00 - stairs
- 0x20 00 00 00 - set at runtime for Jell'Oed quads, never used in files
- 0x40 00 00 00 - triangle (see above)
- 0x80 00 00 00 - transparency (if 0 then alpha is ignored, color is just RGB shading)
- 0x00 01 00 00 - unknown, never used in files
- 0x00 02 00 00 - two-sided
- 0x00 04 00 00 - unknown, never used in files
- 0x00 08 00 00 - no collision
- 0x00 10 00 00 - unknown, never used in files
- 0x00 20 00 00 - invisible
- 0x00 40 00 00 - no object collision
- 0x00 80 00 00 - no character collision
- 0x00 00 01 00 - no occlusion
- 0x00 00 02 00 - danger
- 0x00 00 04 00 - set at runtime for quads hidden with *env_show*, never used in files
- 0x00 00 08 00 - vertical collision: slope < 70°
- 0x00 00 10 00 - horizontal collision: slope > 70°
- 0x00 00 20 00 - unknown, never used in files
- 0x00 00 40 00 - ignore grid
- 0x00 00 80 00 - no decal
- 0x00 00 00 01 - furniture
- 0x00 00 00 02 - projection plan bit 0, see below
- 0x00 00 00 04 - projection plan bit 1, see below
- 0x00 00 00 08 - sound-transparent
- 0x00 00 00 10 - impassable
- 0x00 00 00 20 - unknown, never used in files
- 0x00 00 00 40 - unknown, never used in files
- 0x00 00 00 80 - unknown, never used in files
- Projection plane flags
These 2 flags can be 00, 01, 10 and 11. That means the values 0,1,2 and 3 which have the following meanings:
- 0 - No projection plane specified. One can be computed if needed. Never used in files, may slow down the game if used.
- 1 - Project quad on XY plane.
- 2 - Project quad on XZ plane.
- 3 - Project quad on YZ plane.
- The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane).
ONI BINARY DATA |
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AGQC << Other file types >> AGQR |
AGQG : Gunk Quad General Array |
Level file |