OBD:OBOA
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The primary use of an OBOA is to display animated objects in the environment (cars, helis, fans, etc.).
| Offset | Type | Raw Hex | Value | Description | ||||||||||||||||||||||||
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| 0x00 | res_id | 01 55 02 00 | 597 | 00597-.OBOA | ||||||||||||||||||||||||
| 0x04 | lev_id | 01 00 00 06 | 3 | level 3 | ||||||||||||||||||||||||
| 0x08 | char[22] | AD DE | dead | padding | ||||||||||||||||||||||||
| 0x1E | uint16 | 62 00 | 98 | array size | ||||||||||||||||||||||||
| First array element (black outline): "setup" for a door or physical/animated object | ||||||||||||||||||||||||||||
| 0x00 | link | 01 56 02 00 | 598 | link to 00598-.M3GA - geometry (or a glued-together set of geometries) displayed for this object | ||||||||||||||||||||||||
| 0x04 | link | 00 00 00 00 | unused | link to OBAN - animation played when the object is created; a different animation can be selected with env_setanim | ||||||||||||||||||||||||
| 0x08 | link | 00 00 00 00 | unused | link to ENVP - particles attached to this object (e.g., vehicle headlights) | ||||||||||||||||||||||||
| 0x0C | bitset32 | 00 12 00 00 | in use, face collision | flags; the bits are as follows:
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| 0x10 | uint32 | 46 89 00 00 | 35142 | the index of the doorframe GQ; used only for doors (0 for other objects) | ||||||||||||||||||||||||
| 0x14 | uint32 | 01 00 00 00 | 1 | door ID; used only for doors (0 for other objects); for doors that work in pairs the IDs differ by 4096 (i.e. by the 0x1000 bit) | ||||||||||||||||||||||||
| 0x18 | uint32 | 00 00 00 00 | 0 | "physics level"; the following values are possible:
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| 0x1C | uint32 | FF FF 00 00 | 65535 | script ID (for obj_create, env_setanim etc); doors use 65535 | ||||||||||||||||||||||||
| 0x20 | vector | 00 00 4F 43 1F 05 F6 42 98 7F CC C3 | 207.0 123.010002 -408.996826 | object position | ||||||||||||||||||||||||
| 0x2C | quaternion | F2 04 35 3F 74 BC 82 B9 74 BC 82 B9 F3 04 35 3F | 0.707107 -0.000249 -0.000249 0.707107 | object rotation | ||||||||||||||||||||||||
| 0x3C | float | 00 00 80 3F | 1.0 | object scale | ||||||||||||||||||||||||
| 0x40 | matrix |
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debug origin matrix | ||||||||||||||||||||||||
| 0x70 | char[64] | object_door_1 | name of the object; informational only | |||||||||||||||||||||||||
| 0xB0 | char[64] | L3_Gunk.ENV | file name from which this object was created; informational only | |||||||||||||||||||||||||
Physics
Physics may work if you set one of the "physics level" flags, but the implementation is buggy and incomplete: you may be able to add a object that can be pushed around, but if you try to jump on it you'll fall. If you run into an object, the collision will stop you, but an animated object cannot push you; intercepting a moving object with a moving character, for instance running towards Muro's van as it escapes Vago Lab, will stop you at the moment when you contact one of its collision spheres but you will not be pushed backward by the van and it will proceed to pass through you, allowing you to resume running forward. The two flavors of physics, "Linear" and "Newton", are equivalent; if there were differences between the two during development, they are gone now.
Proper physics also requires an accurate bounding volume, but the default spherical bounding volume that the engine calculates for each object is often incorrectly tiny, especially when a single object consists of two separate bodies (e.g. a pair of wheels on a vehicle). Sometimes the sphere is correctly fit to the object geometry but the object is narrow (e.g. a cable) and so the encompassing sphere is uncomfortably large, resulting in collision with a large invisible space around the object where a player would not expect it. To see the calculated collision volumes of objects, use ob_show_debug=1.
Position, rotation and scale are used only when the object is not animated, otherwise the origin matrix is used instead.
Object management
Objects are not automatically created when a level is loaded; they need to be created from scripts using the obj_create command. After that they can be controlled with other commands like obj_show, obj_hide, obj_kill, obj_shade, env_anim and env_setanim (also obj_force_draw, env_anim_block and env_setanim_block).
In some cases a level's geometry contains a static duplicate of the object's polygons, which is typically hidden (through "env_show objectScriptID 0") while the OBOA object is shown (and vice versa).
Flags
Besides the trivial "in use" flag, only two flags are used in the vanilla game data: "no collision" and "face collision" (used for doors).
Some of the other flags (e.g. "particles created") are reserved for runtime use, and others can be specified in game data. Some intriguing ones, like "light source", are completely defunct (always false).
Empty array elements
The last 32 elements of a level's OBOA are always empty (all data values are zero). Below is an overview table for each level showing OBOA array size vs. number of actual door/object setups.
| level#_Final | 1 | 2 | 3 | 4 | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 18 | 19 |
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| OBOA array size | 180 | 69 | 98 | 69 | 99 | 146 | 78 | 78 | 106 | 50 | 54 | 116 | 117 | 100 |
| Actual elements | 148 | 37 | 66 | 37 | 67 | 114 | 46 | 46 | 74 | 18 | 22 | 84 | 85 | 68 |
To be safe, OniSplit follows this convention when building a new level from XML, adding 32 empty elements at the end of the array, but the engine's purpose for these extra elements is not currently known.
M3GA use
The link at 0x00 in an object setup is to an M3GA, i.e., an array that can hold several M3GMs – which, in the OBOA context, behave as a single object (driven by the same animation or force - if any), as if glued together.
In the vanilla game data, the only OBOA objects to have several M3GMs in their M3GA are doors with glass sections; this is needed because (a) an M3GM can have only one texture and (b) door frames are required to have a fully opaque texture or else they will have an "inside-out" look because of the front-to-back rendering order. The only exception is door 45 in level6 (Airport Cargo Hangars), which has no transparent parts, and instead just links to the same M3GM twice.
One would expect the M3GA feature to be used for large animated objects that consist of several meshes, e.g. the express elevator in Griffin's office (intro of level18) or the satellite dish in level19 – but no, these are set up as separate "objects", with one M3GM per M3GA, animated synchronously. This is in contrast to the named M3GAs found in level0_Tools, which are actually used to group several M3GMs together, into pieces of "furniture".
Script IDs of grouped objects
Objects animated synchronously (e.g. a vehicle and its wheels) are typically set up with a continuous range of script IDs so that all related script commands, from obj_create to obj_shade to env_anim, can operate both on single objects and on ranges of objects (e.g., obj_create 10 12 creates objects 10 through 12).
These grouped objects can move as a rigid "whole" or there can be some relative motion within the group (e.g. wheels turning, doors opening, rotors tilting). This is because each object belongs to a separate OBOA element and thus has its own animation, assigned at creation or via script ID.
The logic behind the assigning of contiguous numbers to related objects is not obvious. It might make sense for wheels/doors to be "parented" to a vehicle's chassis so that they naturally follow it, but this is not done; both the chassis and the wheels/doors are animated in world space.
Additionally, recurring object sets (e.g. armored truck, motorcycle, Syndicate van) are not ordered consistently in all the levels where they appear:
- Armored truck (level1, gunk IDs): cabin 201, trailer 202, wheel pairs 203 to 207 (front to back); no gunk IDs for doors (so they can't be hidden).
- Armored truck (level1, OBOA IDs): cabin 207, trailer 206, wheel pairs 205, 203, 204, 201 and 202 (front to back); no animated door objects.
- Armored truck (level19, gunk IDs before ramming): cabin 152, trailer 151, wheel pairs 157, 155, 156, 159 and 158 (front to back), doors 154 (left) and 153 (right).
- Armored truck (level19, gunk IDs after ramming): cabin 252, trailer 251, wheel pairs 257, 255, 256, 259 and 258 (front to back), doors 254 (left) and 253 (right).
- Armored truck (level19, OBOA IDs): cabin 52, trailer 51, wheel pairs 57, 55, 56, 59 and 58 (front to back), doors 54 (left) and 53 (right).
- Motorcycle (level3, gunk IDs and OBOA IDs): bike 10, wheels 8 (front) and 9 (rear)
- Motorcycle (level4, gunk IDs and OBOA IDs): bike 10, wheels 11 (front) and 12 (rear)
- Motorcycle (level8, gunk IDs): bike 110, wheels 111 (front) and 112 (rear)
- Motorcycle (level8, OBOA IDs): bike 10, wheels 11 (front) and 12 (rear)
- BlackVan (level3 and level4, OBOA IDs): front/back 2, sides 3, top/bottom 4, wheel pairs 5 (front) and 6 (rear), doors 7
- BlackVan (level8, gunk IDs): front/back 101, sides 103, top/bottom 104, wheel pairs 105 (front) and 106 (rear), doors 108 (left) and 107 (right)
- BlackVan (level8, OBOA IDs): front/back 1, sides 3, top/bottom 4, wheel pairs 5 (front) and 6 (rear), doors 8 (left) and 7 (right)
The bottom line is that there don't seem to be any rules for the order of script IDs in a group. Possibly the IDs were not auto-assigned during import and were specified more or less manually.
Unused or missing object setups
Some object setups are left over from early development, completely unused in the game. The most famous example is Konoko's clothes from Chapter 4 (level4_Final), but hidden doors at the Warehouse also fall into that category.
Some object setups are completely missing from the game data but can be inferred from eponymous OBAN instances (object animations). OBAN are also used for cameras and "env-boxed" character animations (gliding, elevator/motorcycle rides, etc.), but camera and/or env-box animations are usually easy to tell apart from object motion.
The most significant evidence of missing objects is in level2 aka Musashi Manufacturing Plant, with the following big set of "orphaned" OBANs:
- solarpanel, solarbracket
- scanner, scanring, scanlens, scanlens2
- weldarm1, weldarm2, weldarm3, weldarm4, weldarm5
All 11 animations have a common length of 2400 frames (= 40 seconds) and are located in one of the "engine rooms" where the current "blender" and "fan" OBANs are. It seems to correspond to an elaborate manufacturing sequence (welding) involving a "solar panel" mounted on a moving bracket, a robotic welding arm and a "scanner" analyzing the process.
level2 also features an unused OBANwoof (299 frames = 5 seconds long), located in the lobby, not clearly intended for a camera or a flying object, as well as a missing env-box for Shinatama.
| ONI BINARY DATA |
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| OBDC << Other file types >> OFGA |
| OBOA : Starting Object Array |
| Level file |

