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=====[http://softimage.wiki.softimage.com/xsidocs/tex_vcolor_CreatingColoratVerticesCAVMaps.htm Vertex | =====[http://softimage.wiki.softimage.com/xsidocs/tex_vcolor_CreatingColoratVerticesCAVMaps.htm Vertex coloring]===== | ||
Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark. | Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark. | ||
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If there's no vertex color property the first use of Shift + W will create that property. But you can also manually create it via Property > Color at Vertices Map. | If there's no vertex color property the first use of Shift + W will create that property. But you can also manually create it via Property > Color at Vertices Map. | ||
Here you can see one of my [http://youtu.be/zWT0-LsjjBU early attempts of vertex | Here you can see one of my [http://youtu.be/zWT0-LsjjBU early attempts of vertex coloring]. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:18, 16 March 2013 (CET) | ||
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'''Notes on ModTool view modes''' | '''Notes on ModTool view modes''' | ||
* "Constant" let you see the colors of the vertex | * "Constant" let you see the colors of the vertex coloring only. | ||
* "Textured Decal" let you see object textures only. | * "Textured Decal" let you see object textures only. | ||
* "Shaded" let you see the illumination only. | * "Shaded" let you see the illumination only. | ||
* "Textured" let you see the textured object with illumination and vertex | * "Textured" let you see the textured object with illumination and vertex coloring. | ||
'''env_shade''' | '''env_shade''' | ||
If you use env_shade use it with caution. It completely overwrites the vertex | If you use env_shade use it with caution. It completely overwrites the vertex coloring. | ||
# BSL command | # BSL command | ||
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===CJBO and vertex | ===CJBO and vertex coloring=== | ||
* Object (xml) import via <Object> tag (xml master file) will get you objects without vertex | * Object (xml) import via <Object> tag (xml master file) will get you objects without vertex coloring. (onisplit will pick *.oni class files from the shared folder.) | ||
* Object (dae) import via <Model> tag (xml master file) should get you objects with vertex | * Object (dae) import via <Model> tag (xml master file) should get you objects with vertex coloring but no functions. In that case add corresponding CJBO files by hand. | ||
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===OBOA=== | ===OBOA=== | ||
Mostly used by doors. | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
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| <OBOA id="..."> | | <OBOA id="..."> | ||
| integer | | integer | ||
| | | Instance Id. Should be 1. | ||
|- | |- | ||
| <Objects> | | <Objects> | ||
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|- | |- | ||
| <OBOAObject> | | <OBOAObject> | ||
| | | - | ||
| | | There are always 32 empty objects plus those that are actually used. | ||
|- | |- | ||
| <Geometry> | | <Geometry> | ||
| | | "#" + integer | ||
| | | Link to M3GA instance. | ||
|- | |- | ||
| <Animation> | | <Animation> | ||
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|- | |- | ||
| <Flags> | | <Flags> | ||
| flags | |||
| | | | ||
: None | |||
: InUse | |||
: NoCollision | |||
: NoGravity | |||
: FaceCollision | |||
|- | |- | ||
| <DoorGunkId> | | <DoorGunkId> | ||
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|- | |- | ||
| <PhysicsType> | | <PhysicsType> | ||
| flags | |||
| | | | ||
: None | |||
: Static | |||
: Linear | |||
: Animated | |||
: Newton | |||
|- | |- | ||
| <ScriptId> | | <ScriptId> | ||
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| | | | ||
|- | |- | ||
| <ObjectId> | |valign="top"| <ObjectId> | ||
| integer | |valign="top"| integer | ||
| | | Object Id and type to which this quad belongs (see AKEV's [[XML:AKEV#AGQG|AGQG]] for details); -1 if it does not belong to an object. | ||
: -1 | : Actual object Ids can also be found in BINA/OBJC/####. | ||
: | |||
|- | |- | ||
| <QuadList> | | <QuadList> | ||
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| Link to IDXA instance. Each object has its own IDXA instance. | | Link to IDXA instance. Each object has its own IDXA instance. | ||
|} | |} | ||
Where do the links go to again? | |||
ONOA <ObjectId> -> AKEV AGQG by Id -> BINA/OBJC/#### by type and Id | |||
ONOA <QuadList> -> ONOA IDXA -> AKEV's AGQG by order | |||
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===IDXA ( | ===IDXA (from ONOA to AGQG elements)=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
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|- | |- | ||
| <Int32> | | <Int32> | ||
| | | int32 | ||
| | | Link to <AGQGQuad> in [[XML:AKEV#AGQG|AGQG]] by order. (The array in AGQG starts with 0, so for example <Int32>6</Int32> would link to 7th <AGQGQuad>.) | ||
|} | |||
===IDXA (from M3GM to PNTA elements ?)=== | |||
Only used if OBOA has objects. (Tested with door.) | |||
{| class="wikitable" width="100%" | |||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <IDXA id="..."> | |||
| integer | |||
| Instance Id. | |||
|- | |||
| <Indices> | |||
| - | |||
| This is an Int32 array for the <Int32> tags. | |||
|- | |||
| <Int32> | |||
| int32 | |||
| Link to | |||
|} | |||
===IDXA (from M3GM to VCRA elements ?)=== | |||
Only used if OBOA has objects. (Tested with door.) | |||
{| class="wikitable" width="100%" | |||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <IDXA id="..."> | |||
| integer | |||
| Instance Id. | |||
|- | |||
| <Indices> | |||
| - | |||
| This is an Int32 array for the <Int32> tags. | |||
|- | |||
| <Int32> | |||
| int32 | |||
| Link to | |||
|} | |} | ||
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