XML:ONLV: Difference between revisions

corrected statement about no collision being present on OBOAs and linked to details in OBD:OBOA
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(corrected statement about no collision being present on OBOAs and linked to details in OBD:OBOA)
 
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ONLV and AKEV should not be extracted as XML unless it is for the purpose of trouble shooting or research. The extracted XMLs cannot be used for level creation.
ONLV and AKEV should not be extracted as XML unless it is for the purpose of troubleshooting or research. The extracted XMLs cannot be used for level creation.


If you want to create new level check out the '''[[Creating a level|corresponding tutorial]]'''.
If you want to create a new level check out the '''[[Creating a level|corresponding tutorial]]'''.


==ONLV==
==ONLV==
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|valign="top"| <Flags>
|valign="top"| <Flags>
|valign="top"| flags
|valign="top"| flags
|
| By default, each spawned M3GM has sphere collision assigned to it unless FaceCollision is requested, in which case bounding box collision is used. The bounding volumes are calculated from the geometry at runtime (often incorrectly). See {{SectionLink|OBOA|Physics}} for details on how collision physics work. Oni almost never relies on this questionable collision for any purpose except for the face collision used on doors, which allows them to sense when the player is running into them; these simple bounding boxes, at least, are calculated accurately.
: None
: None
: InUse
: InUse
: NoCollision (any effect? no collision is default behavior)
: NoCollision
: NoGravity
: NoGravity
: FaceCollision (for doors)
: FaceCollision (for doors)
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==CRSA==
==CRSA==
[[Image:ONLV_CRSA_XSI_aided_import.jpg|thumb|200px]]
Wanted: "How to add corpses" tutorial
:Some related information can be found at [[Authoring custom camera animations]].
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
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|
|
|}
|}
The level importer supports importing corpses from an XML file with the same format as described above or the following simplified format:
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=120px| Content type
! Description
|-
| <Corpses>
|
|
|-
|valign="top"| <Corpse>
|valign="top"| -
|
|-
| <Class>
| link
| [[XML:ONCC|ONCC]]''name''
|-
| <Transforms>
| -
| There are 19 <Matrix> for each <Transforms> (which represents a body part).
|-
| <Matrix>
| matrix
| Float 3x3 + float x3 for the last 3 values (X Y Z position). For more information about the matrix, see [[OBD:CRSA]].
|-
| <BoundingBox>
| -
| Bounding box of the whole corpse. Optional; if not provided, OniSplit will generate an approximate one. Currently it doesn't try to locate the ONCC to compute an exact bounding box.
|-
| <Min>
| float x3
|
|-
| <Max>
| float x3
|
|}
An empty Corpse element (<Corpse />) is treated as unused and placed at the end of the array. If no such empty elements are provided, OniSplit automatically adds 5. OniSplit also ensures that there are at least 20 corpses in the array.
If you created CRSA data using the Mod Tool addon, add <Oni> and </Oni> tags at the start and end of the file.


==M3GA==
==M3GA==
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{| width="100%" style="text-align:center; empty-cells: hide"
{| width="100%" style="text-align:center; empty-cells: hide"
|width="20%" style="background-color:#CCFFCC;"| (un)colored cell = file
|width="20%" style="background-color:#CCFFCC;"| (un)colored cell = file
|width="20%" style="background-color:#CCFFCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| stripped cell = embedded instance
|width="20%" style="background-color:#CCFFCC; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| striped cell = embedded instance
|width="20%"|
|width="20%"|
|width="20%"|
|width="20%"|
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| [[Image:Chart descend.gif]]
| [[Image:Chart descend.gif]]
| [[Image:Chart fork right.gif]]
| [[Image:Chart fork right.gif]]
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKEB
|style="background-color:#CCCCFF; background-image: repeating-linear-gradient(-45deg, transparent, transparent 10px, rgba(255,255,255,.5) 10px, rgba(255,255,255,.5) 20px);"| AKBA
|
|
|
|