XML:ONLV: Difference between revisions

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|valign="top"| link
|valign="top"| link
| Link to [[#OBOA|OBOA]] via '''instance''' number (#''N'').
| Link to [[#OBOA|OBOA]] via '''instance''' number (#''N'').
: This object array holds [...] geometry of doors*, <strike>animated objects (usually for cut scenes) and pushable object (they are not used the original game)</strike>(?).
: The OBOA instance holds doors, <strike>animated objects (usually for cut scenes) and pushable object (they are not used the original game)</strike>(wait for more tests).
:: * Doors are made of two parts: an animated and a static object.
|-
|-
|valign="top"| <SkyBox>
|valign="top"| <SkyBox>
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|-
|-
| <Objects>
| <Objects>
|
| -
|
| Array of <OBOAObject> tags.
|-
|-
| <OBOAObject>
| <OBOAObject>
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| <Geometry>
| <Geometry>
| "#" + integer
| "#" + integer
| Link to M3GA instance.
| Link to M3GA instance. -- Doors are made of two parts: an animated and a static part. If this <Geometry> links to a door it will be the animated part.
|-
|-
| <Animation>
| <Animation>
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| <ONOA id="...">
| <ONOA id="...">
| integer
| integer
| Instance Id. Should be 8.
| Instance Id.
|-
|-
| <Elements>
| <Elements>
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|valign="top"| <ObjectId>
|valign="top"| <ObjectId>
|valign="top"| 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.
| Object Id and type to which this quad belongs (see AKEV's [[XML:AKEV#AGQG|AGQG]] for details).
: Actual object Ids can also be found in BINA/OBJC/####.
: Actual object Ids can also be found in BINA/OBJC/####.
|-
|-
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  ONOA <ObjectId> -> AKEV AGQG -> BINA/OBJC/#### by type and Id
  ONOA <ObjectId> -> AKEV AGQG -> BINA/OBJC/#### by type and Id
  ONOA <QuadList> -> ONOA IDXA -> AKEV's AGQG by order
  ONOA <QuadList> -> ONOA IDXA -> AKEV AGQG by order




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| <IDXA id="...">
| <IDXA id="...">
| integer
| integer
| Instance Id. First IDXA instance should be 8.
| Instance Id.
|-
|-
| <Indices>
| <Indices>
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