XML:ONLV: Difference between revisions

610 bytes added ,  12 March 2013
m
no edit summary
m (made dds image in gimp, import failed)
mNo edit summary
Line 4: Line 4:


* tips with cutscene charas: sync pelvis OBAN and partner TRAM
* tips with cutscene charas: sync pelvis OBAN and partner TRAM
* examine low doors/openings: atm sliding under low objects don't seem to work
* more information / updates for exported xml files
* more notes on BNV, linked xml, and exported xml files
* do FURN and object setup flags like InUse work? and if, what do they do?


__TOC__
__TOC__
Line 132: Line 130:
| Tested with BSL command ...
| Tested with BSL command ...
: [[#<Model>|env_show Id 1]] (use 0 to hide)
: [[#<Model>|env_show Id 1]] (use 0 to hide)
: [[#Breakable objects with BSL recognition|env_broken Id [Id]]] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18)
: [[#Breakable glass with BSL recognition|env_broken Id [Id]]] (if also second Id is used then objects in that range get counted e.g. 3001, 3018 = 18)
: [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed)
: [[#Texture exchange|env_texswap Id texture]] (no file prefix/suffix allowed)
|-
|-
Line 207: Line 205:
|valign="top"| link
|valign="top"| link
| File path. Supported files:
| File path. Supported files:
: [[#Character.xml|Character.xml]] (has to contain player character if there's no AISA file with it)
: [[XML:BINA/OBJC/CHAR|Character.xml]] (has to contain player character if there's no AISA file with it)
: Console.xml
: [[XML:BINA/OBJC/CONS|Console.xml]]
: Door.xml
: [[XML:BINA/OBJC/DOOR|Door.xml]]
: Flag.xml
: [[XML:BINA/OBJC/FLAG|Flag.xml]]
: [[#Furniture.xml|Furniture.xml]]
: [[#Furniture.xml|Furniture.xml]]
: Neutral.xml
: [[XML:BINA/OBJC/NEUT|Neutral.xml]]
: Particle.xml
: [[XML:BINA/OBJC/PART|Particle.xml]]
: PatrolPath.xml
: [[XML:BINA/OBJC/PATR|PatrolPath.xml]]
: [[#Physics.xml|Physics.xml]]
: [[#Physics.xml|Physics.xml]]
: PowerUp.xml
: [[XML:BINA/OBJC/PWRU|PowerUp.xml]]
: Sound.xml
: [[XML:SNDD#BINACJBOSound.xml|Sound.xml]]
: Trigger.xml
: [[XML:BINA/OBJC/TRIG|Trigger.xml]]
: TriggerVolume.xml
: [[XML:BINA/OBJC/TRGV|TriggerVolume.xml]]
: Weapon.xml
: [[XML:BINA/OBJC/WEAP|Weapon.xml]]
|-
|-
| <Films>
| <Films>
Line 228: Line 226:
| <Import>
| <Import>
| link
| link
| File path to *.xml file. OniSplit creates a FILM file from it.
| File path to *.xml file. OniSplit creates a [[XML:FILM|FILM]] file from it. Used for characters in cutscenes.
|-
|-
| <Cameras>
| <Cameras>
Line 236: Line 234:
| <Camera Path="...">
| <Camera Path="...">
| link
| link
| File path to *.dae file. OniSplit creates an OBAN file from it.
| File path to *.dae file. OniSplit creates an OBAN file from it. Used for cutscenes.
|-
|-
| <Animation Name="..."/>
| <Animation Name="..."/>
Line 325: Line 323:




=====Breakable objects with BSL recognition=====
=====Breakable glass with BSL recognition=====
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work.
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work.


Line 463: Line 461:
  <Import Path="env/lab_bnv.dae"/>
  <Import Path="env/lab_bnv.dae"/>


Making BNV consist of 2 parts: rooms and ghost quads. (What again does BNV stand for?)
BNV consist of 2 parts: rooms and ghost quads. (What again does BNV stand for?)


* Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all.
* Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all.
Line 518: Line 516:


====<Objects>====
====<Objects>====
=====Character.xml=====
Information on regular object collections can be looked up here:
This file is mandatory. It has to contain a player character or else Oni crashes when ca. 60% of the level got loaded.
: [[XML:BINA/OBJC/CHAR|Character.xml]] (has to contain player character if there's no AISA file with it)
: [[XML:BINA/OBJC/CONS|Console.xml]]
: [[XML:BINA/OBJC/DOOR|Door.xml]]
: [[XML:BINA/OBJC/FLAG|Flag.xml]]
: [[XML:BINA/OBJC/NEUT|Neutral.xml]]
: [[XML:BINA/OBJC/PART|Particle.xml]]
: [[XML:BINA/OBJC/PATR|PatrolPath.xml]]
: [[XML:BINA/OBJC/PWRU|PowerUp.xml]]
: [[XML:SNDD#BINACJBOSound.xml|Sound.xml]]
: [[XML:BINA/OBJC/TRIG|Trigger.xml]]
: [[XML:BINA/OBJC/TRGV|TriggerVolume.xml]]
: [[XML:BINA/OBJC/WEAP|Weapon.xml]]




Line 552: Line 561:
|valign="top"| <Flags>
|valign="top"| <Flags>
|valign="top"| flag
|valign="top"| flag
| Optional tag. (Do those flags even work?)
| Optional tag. Ignore it. Those flags were used in the past.
:None
:None
:Locked
:Locked
Line 760: Line 769:
  # so their script ids might not be the same
  # so their script ids might not be the same
   
   
  obj_create 8 10 # create animation-ready non-collision motorcycle parts
  obj_create 8 10 # create animation-ready motorcycle parts
  env_anim 8 10 # animate those parts (not necessary if OBAN flag is "AutoStart")
  env_anim 8 10 # animate those parts (not necessary if OBAN flag is "AutoStart")
   
   
8,452

edits