OBD:AKVA
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- BNVs are volumes that have a pathfinding grid assigned to them.
 - The grid itself is in the RAW, while its overall parameters are in the DAT.
 
| Hex | Translation | Meaning | 
| 01 4E 02 00 | 590 | 00590-.AKVA | 
| 01 00 00 06 | 3 | level 3 | 
| AD DE | dead | not used | 
| 1E 01 00 00 | 286 | 286 BNV nodes in array | 
| First BNV node (black outline) | ||
| 00 00 00 00 | 0 | index into AKBP array : BSP tree for this BNV | 
| 00 00 00 00 | 0 | BNV's ID (same as index in array) | 
| 00 00 00 00 | 0 | index into AKBA array : "side" range start | 
| 06 00 00 00 | 6 | index into AKBA array : "side" range end | 
| FF FF FF FF | -1 | index in array of child BNV | 
| FF FF FF FF | -1 | index in array of sibling BNV | 
| FF FF FF FF | -1 | unknown, always -1 | 
| C9 00 00 00 | 201 | size of the pathfinding grid along x : 201 tiles | 
| 16 00 00 00 | 22 | size of the pathfinding grid along z : 22 tiles | 
| A0 3A 47 00 | 0x473AA0 | offset of the pathfinding grid data in the RAW file : 0x473AA0 | 
| F7 01 00 00 | 503 | size of the pathfinding grid data in the RAW file : 503 bytes | 
| 00 00 80 40 | 4.000000 | tile size of the pathfinding grid | 
| 00 00 20 41 | 10.000000 | AABB X- | 
| 00 00 58 C1 | -13.500000 | AABB Y- | 
| 00 80 2A C4 | -682.000000 | AABB Z- | 
| 00 40 47 44 | 797.000000 | AABB X+ | 
| 00 00 22 42 | 40.500000 | AABB Y+ | 
| 00 00 19 C4 | 612.000000 | AABB Z+ | 
| FE FF | 64534 | unknown, always -2 | 
| FE FF | 64534 | unknown, always -2 | 
| 00 00 00 00 | 0 | BNV's ID again | 
| 00 00 00 00 | 0 | unknown, always 0 | 
| 00 00 00 00 | 0 | unknown, always 0 | 
| 00 00 00 00 | 0 | unknown, always 0 (was a raw file offset once?) | 
| 04 00 00 00 | 4 | bit 4 always set, bit 1 set if "sloped", bit 16 see below | 
| 00 00 00 00 | 0.000000 | if "sloped", x-component of floor/ceiling normal | 
| 00 00 00 00 | 0.000000 | if "sloped", y-component of floor/ceiling normal | 
| 00 00 00 00 | 0.000000 | if "sloped", z-component of floor/ceiling normal | 
| 00 00 00 00 | 0.000000 | if "sloped", distance of floor plane to origin | 
| 00 00 00 00 | 0.000000 | if "sloped", distance of ceiling plane to origin | 
- 0x00 - AKBP tree
 - This binary space partition (BSP) tree is used for a refined check against a character's position.
 - 0x08 - AKBA range
 - The "sides" of a BNV define the quads by which an AI can transit to adjacent BNVs.
 - 0x10 - Children and siblings
 - Those occur when smaller BNVs are completely included into larger ones.
 - The bigger BNV only links to its first child. If there are several children, the sibling link is used to define the series.
- Examples: lobby in {{{C3}}} (level3), big hall under main power line in {{{C8}}} (level10).
 
 
- 0x1C - Pathfinding grid
 - The RAW format is rather complex (see HERE). It requires the X and Z size for parsing.
 - BNV 165 in level4 (far side of tarmac, behind the fence) has a non-zero X-Z grid size but no RAW data.
- Notably, that one BNV also has the 16 flag set at 0x5C (see below).
 
 - The grid usually "bleeds" outside the (x,z) extent of the BNV.
 - The amount of bleeding is defined by the grid's size (in tiles) and by the size of a tile.
 - The grid seems to be always centered of the "floor" of the BNV's AABB (see above).
 - 0x30 - AABB
 - The axis-aligned bounding boxes are used for a first, quick check against a character's position.
 
- 0x5C - Floor and ceiling
 - Bitset:
- the 4 bit is always set (meaning unknown)
 - the 16 bit is set only for BNV 165 of level4 (no RAW part, see above)
 - the 1 bit is set for BNVs involving "sloped" floors and ceilings
 
- (typical environment requiring this feature is compact staircases)
 
 - The sloped floor and ceiling are used to apply a final cut to the volume defined by the AKBP tree
- (the walls of which are typically vertical (possibly not axis-aligned) and horizontal)
 
 - When the "sloped" bit isn't set, all 5 floats are always zero (and are probably ignored anyway).
 - The 3 power lines in level10 have all 5 floats equal to zero even though the "sloped" bit is set
- (possibly a design error: interestingly, BNV detection and pathfinding work fine for those 3).
 
 
| ONI BINARY DATA | 
|---|
| AKOT << Other file types >> BINA | 
| AKVA : BNV Node Array | 
| Level file | 
