Offset |
Type |
Raw Hex |
Value |
Description
|
0x00 |
res_id |
01 A0 02 00 |
672 |
00672-.ONOA
|
0x04 |
lev_id |
01 00 00 06 |
3 |
level 3
|
0x08 |
char[20] |
AD DE |
dead |
unused
|
0x0C |
int32 |
22 01 00 00 |
290 |
array size
|
First element (black outline)
|
0x00 |
int32 |
15 19 00 03 |
6421; 3 |
object ID (first 3 bytes); object type (last byte) - the following object types exists:
- 0x01 - character
- 0x02 - patrol path
- 0x03 - door
- 0x04 - flag
- 0x05 - furniture
- 0x08 - particle
- 0x09 - powerup
- 0x0A - sound
- 0x0B - trigger volume
- 0x0C - weapon
- 0x0D - trigger
- 0x0E - turret
- 0x0F - console
- 0x10 - combat
- 0x11 - melee
- 0x12 - neutral
|
0x04 |
link |
01 1A 02 00 |
673 |
link to 00673.IDXA
|
Obviously not all object types have coresponding gunk quads. The only object types that are used in ONOA by the original levels are door, furniture, turret, trigger and console. In addition it appears that the engine only searches for door type.