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Paradox-01 (talk | contribs) (more stuff about the Physics.xml) |
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This file is for objects with "physics". Unlike AKEV core geometry or furniture, those objects can be animated and made hidden via bsl commands and object's script id. | This file is for objects with "physics". Unlike AKEV core geometry or furniture, those objects can be animated and made hidden via bsl commands and object's script id. | ||
For documentation purpose the file here has been trimmed down. | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
<Physics> | <Physics> | ||
<!-- | |||
<Object Name="fan1"> | <Object Name="fan1"> | ||
<ScriptId>42</ScriptId> | <ScriptId>42</ScriptId> | ||
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<Rotation>0 0 0</Rotation> | <Rotation>0 0 0</Rotation> | ||
<Import Path="objects/fan2.dae" /> | <Import Path="objects/fan2.dae" /> | ||
</Object> | |||
--> | |||
<Object Name="motorcycle"> | |||
<ScriptId>8</ScriptId> | |||
<Flags>FaceCollision</Flags> | |||
<Import Url="motorcycle/export.dae"> | |||
<Animation Name="motorcycle02"> | |||
<Flags>AutoStart</Flags> | |||
<End>880</End> | |||
</Animation> | |||
<Animation Name="motorcycle02_stop"> | |||
<Start>881</Start> | |||
</Animation> | |||
</Import> | |||
</Object> | </Object> | ||
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</Oni> | </Oni> | ||
In this example OniSplit takes the "export.dae" file, looks what parts it contains and creates geometry files from it. | |||
* M3GMhubs_rear.oni | |||
* M3GMhubs.oni | |||
* M3GMmotocycle.oni | |||
It's a nice feature that hierarchies are supported here. | |||
The motorcycle is made of 3 parts so 3 OBANs will be created up to frame 880. Then OniSplit creates 3 more OBANS starting from frame 881. | |||
The reason for the interruption at frame 880 is probably to give barabas a few more frames of glory in the cutscene. | |||
* OBANmotorcycle0200.oni | |||
* OBANmotorcycle0201.oni | |||
* OBANmotorcycle0202.oni | |||
* OBANmotorcycle02_stop00.oni | |||
* OBANmotorcycle02_stop02.oni | |||
* OBANmotorcycle02_stop02.oni | |||
;Notes about BSL usage: | |||
The bio lab script file use the motorcycle objects and animations like this: | |||
env_show 9 0 # hide solid motorcycle parts (because they get visible at level start) | |||
# in the original game the motorcycle is separated in object 8, 9 and 10 | |||
# also the OBAN files have a bit different names | |||
# obj and env objects are totally independent from each other | |||
# so their script ids might not be the same | |||
obj_create 8 10 # create animation-ready non-collision motorcycle parts | |||
env_anim 8 10 # animate those parts (not necessary if OBAN flag is "AutoStart") | |||
# the first animations would loop because of "AutoStart" | |||
# so get the right timing to apply the other animations | |||
# "motorcycle02_stop00" and the others will not loop because they don't have "AutoStart" | |||
env_setanim 8 motorcycle02_stop00 # motorcycle | |||
env_setanim 9 motorcycle02_stop01 # hubs | |||
env_setanim 10 motorcycle02_stop02 # hubs_rear | |||
obj_kill 8 10 # delete animated parts | |||
env_show 9 0 # show solid motorcycle parts | |||
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