XML:ONLV: Difference between revisions

1,478 bytes added ,  30 April 2013
m
exported OBOA, CRSA
mNo edit summary
m (exported OBOA, CRSA)
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* tips with cutscene charas: sync pelvis OBAN and partner TRAM
* tips with cutscene charas: sync pelvis OBAN and partner TRAM
* notes on camera and film import ?
* notes on camera and film import ?
* more information / updates for exported xml files




Line 1,102: Line 1,101:
|-
|-
| <Animation>
| <Animation>
|
| link
|
| OBAN''name''
|-
|-
| <Particle>
| <Particle>
|
| # + integer
|
| Link to ENVP instance. -- There can be multiple ENVP instances. One for locklights and other for those kind of particle.
|-
|-
|valign="top"| <Flags>
|valign="top"| <Flags>
Line 1,119: Line 1,118:
|-
|-
| <DoorGunkId>
| <DoorGunkId>
|
| the index of the door frame GQ for door objects?
|
|
|-
|-
| <DoorId>
| <DoorId>
|
| int32
|
| only used for doors; in the case of double doors both doors have the same id and they are flagged as "InUse FaceCollision"
|-
|-
|valign="top"| <PhysicsType>
|valign="top"| <PhysicsType>
Line 1,136: Line 1,135:
|-
|-
| <ScriptId>
| <ScriptId>
|
| int32
|
| script Id; used by BSL function obj_create; 65535 = not used
|-
|-
| <Position>
| <Position>
|
| vector
|
| Float x3. Not used for animated objects.
|-
|-
| <Rotation>
| <Rotation>
|
| quaternion
|
| Float x4. Not used for animated objects.
|-
|-
| <Scale>
| <Scale>
|
|
|
| Not used for animated objects.
|-
|-
| <Transform>
| <Transform>
|
| matrix
|
| Float 3*3 + 3 more float for X Y Z position of the object. For more information on the matrix see [[OBD:CRSA]]. Used for animated objects.
|-
|-
| <Name>
| <Name>
|
| char[64]
|
| name of the object; informational only
|}
|}


Line 1,249: Line 1,248:
| <CRSA id="...">
| <CRSA id="...">
| integer
| integer
|
| Instance Id.
|-
|-
| <FixedCount>
| <FixedCount>
|
| integer
|
| appears to have same number as <UsedCount>
|-
|-
| <UsedCount>
| <UsedCount>
|
| integer
|
|
|-
|-
| <Corpses>
|valign="top"| <Corpses>
|
|valign="top"| -
|
| This is an int32 array for the <CRSACorpse> tags. Oni somehow wants 20 slots for corpses. Unused corpses are have their matrix and bounding box filled with zeros.
|-
|-
| <CRSACorpse>
|valign="top"| <CRSACorpse>
|
|valign="top"| -
|
| New corpses can be made with BSL command "make_corpse" and some hex-editing.
:The pose of the corpse is taken from the player character. The format is roughly as above.
:The contents of the files thus created can then be inserted as elements in a level's CRSA.
|-
|-
| <CharacterClass>
| <CharacterClass>
|
| [[XML:ONCC|ONCC]]''name''
|
| link
|-
|-
| <Transforms>
| <Transforms>
| -
| -
| There are 19 <Matrix4x3> for each <Transforms>.
| There are 19 <Matrix4x3> for each <Transforms> (which represents a body part).
|-
|-
| <Matrix4x3>
| <Matrix4x3>
|
| matrix
|
| Float 3x3 + float x3 for the last 3 values (X Y Z position). For more information about the matrix see [[OBD:CRSA]].
|-
|-
| <BoundingBox>
| <BoundingBox>
|
| -
|
| Bounding box of the whole corpse.
|-
|-
| <Min>
| <Min>
|
| float x3
|
|
|-
|-
| <Max>
| <Max>
|
| float x3
|
|
|}
|}
Line 1,305: Line 1,306:
| <M3GA id="...">
| <M3GA id="...">
| integer
| integer
|
| Instance Id.
|-
|-
| <Geometries>
| <Geometries>
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