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Paradox-01 (talk | contribs) m (xml tags of exported ONLV) |
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== | ==Level export== | ||
The most parts of an Oni level are made of ONLV and AKEV. For AKEV's xml tags see [[XML:AKEV|HERE]]. | |||
[...] | |||
===ONLV=== | ===ONLV=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
Line 1,026: | Line 1,031: | ||
! description | ! description | ||
|- | |- | ||
| <ONLV id="..."> | |valign="top"| <ONLV id="..."> | ||
| integer | |valign="top"| integer | ||
| | | ONLV's instance number. Should be 0. | ||
|- | |- | ||
| <Name> | |valign="top"| <Name> | ||
| char[64] | |valign="top"| char[64] | ||
| Name of BSL folder. | | Name of BSL '''folder'''. | ||
: Save game slot and level number are defined inside [[XML:ONLD|ONLD]]. | |||
|- | |- | ||
| <Environment> | |valign="top"| <Environment> | ||
| link | |valign="top"| link | ||
| Link to [[XML:AKEV|AKEV]] file. | | Link to [[XML:AKEV|AKEV]] via '''file''' name (AKEV''name''), don't use file suffix .oni | ||
: Level geometry. | |||
|- | |- | ||
| <Objects> | |valign="top"| <Objects> | ||
| link | |valign="top"| link | ||
| Link to OBOA via instance number (#''N''). | | Link to [[#OBOA|OBOA]] via '''instance''' number (#''N''). | ||
: This object array holds [...] geometry of doors*, animated objects (usually for cut scenes) and pushable object (they are not used the original game). | |||
:: * Doors are made of two parts: an animated and a static object. | |||
|- | |- | ||
| <SkyBox> | |valign="top"| <SkyBox> | ||
| link | |valign="top"| link | ||
| Link to ONSK via file name (ONSK''name''), don't use file suffix .oni | | Link to [[XML:ONSK|ONSK]] via '''file''' name (ONSK''name''), don't use file suffix .oni | ||
: This is the sky box. | |||
|- | |- | ||
| <Characters> | |valign="top"| <Characters> | ||
| link | |valign="top"| link | ||
| Link to AISA via file name (AISA''name''), | | Link to [[XML:AISA|AISA]] via '''file''' name (AISA''name''), don't use file suffix .oni | ||
: This "AI Setup Array" is an alternative character collection. [[XML:BINA/OBJC/CHAR|CHAR]] is more powerful. | |||
|- | |- | ||
| <ObjectQuadMap> | |valign="top"| <ObjectQuadMap> | ||
| | |valign="top"| link | ||
| | | Link to [[#ONOA|ONOA]] via '''instance''' number (#''N''). | ||
: This "Object Array" holds functional objects - doors, furniture, turrets, triggers and consoles - in addition it appears that the engine only searches for door type. | |||
|- | |- | ||
| <Particles> | |valign="top"| <Particles> | ||
| | |valign="top"| link | ||
| | | Link to [[#ENVP|ENVP]] via '''instance''' number (#''N''). | ||
: Those "Environment Particle" contains traditionally only door lock lights and particles used by [[XML:OFGA|OFGA]]. | |||
|- | |- | ||
| <Corpses> | |valign="top"| <Corpses> | ||
| | |valign="top"| link | ||
| | | Link to [[#CRSA|CRSA]] via '''instance''' number (#''N''). | ||
: This is a "Corpse Array". It's used to 'spawn dead characters' like Chung in level 1. | |||
|} | |} | ||
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===CRSA=== | ===CRSA=== | ||
Wanted: "how to add corpses" tutorial | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag |
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