XML:OFGA
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OFGA : Object Furniture Geometry Array | ||
---|---|---|
XML
OBAN << Other file types >> ONCC |
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 |
|
<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:
|
<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 | ? |
- Example 1
extracted OFGAV_tctf_cruiser.xml file led to the 8 M3GM instances the single parts were then imported into Mod Tool |
<?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
<?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
The direct export ignores geometry with the flag "Invisible".
OniSplit -extract:obj out in/OFGA*.oni
You can also identify the single geometry parts by going through the xml file and then export the M3GM file of your interest.
OniSplit -extract:xml out in/OFGA*.oni OniSplit -extract:obj out in/M3GM*.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.