19,603
edits
m (more or less general OBD-related talk moved here) |
m (+cat) |
||
(16 intermediate revisions by 4 users not shown) | |||
Line 13: | Line 13: | ||
:I understand you're a bit like me: figure out something, have a little fun, move on... | :I understand you're a bit like me: figure out something, have a little fun, move on... | ||
:But that's not very rewarding. For you, maybe, but not for "us"... Oh well. | :But that's not very rewarding. For you, maybe, but not for "us"... Oh well. | ||
:ssg has tried adding files to a DAT before you, and failed. Have a look [http:// | :ssg has tried adding files to a DAT before you, and failed. Have a look [http://ssg.oni2.net/subfold/datfile/datfile.htm HERE] if you haven't already... | ||
:There's a lot of stuff to take care of, and it's definitely not something you should do manually. | :There's a lot of stuff to take care of, and it's definitely not something you should do manually. | ||
::(not that it's impossible, but even if you manage to do it, it will be of no ''general'' use) | ::(not that it's impossible, but even if you manage to do it, it will be of no ''general'' use) | ||
Line 44: | Line 44: | ||
::;ssg | ::;ssg | ||
:I'll have a look at the hidden doors in level1. Fixing them is all the more appealing as now we can fix the BNVs, too... | :I'll have a look at the hidden doors in level1. Fixing them is all the more appealing as now we can fix the BNVs, too... | ||
::Thanks for the two IDs: they're a good start. I'll try to | ::Thanks for the two IDs: they're a good start. I'll try to catch'em all (when I get some free time, heh). | ||
:::Collision is probably defined separately from the visible geometry (in the AGQC rather than in the AGQG). | :::Collision is probably defined separately from the visible geometry (in the AGQC rather than in the AGQG). | ||
:Unfortunately, '''env_show''' only works for "objects" (static bike, van, truck, etc). Same for '''env_texswap'''... | :Unfortunately, '''env_show''' only works for "objects" (static bike, van, truck, etc). Same for '''env_texswap'''... | ||
::[[User:Geyser|geyser]] 15:37, 26 January 2007 (CET) | ::[[User:Geyser|geyser]] 15:37, 26 January 2007 (CET) | ||
:I've had a look at those doors. Rather than making them invisible (what for? no one said invisible walls don't block you), I made those walls into a floor and ceiling, by swapping two pairs of vertices. | |||
:For the floor, I edited the AGQC accordingly. Since the now-horizontal quad still thought it was a wall, I had to (un)set the appropriate flag(s) in the bitset. | |||
:It looks and feels quite nice since there is a doorsill now. Wonder if pathfinding will work when the grid is fixed... | |||
:Is there any way to look up the ID of a quad in Oni other than by browsing '''env_highlight_gq''' values? | |||
:I'm interested in the quad just above the original 18454, but couldn't find it after a quick search. | |||
::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | |||
---- | ---- | ||
==File names== | ==File names== | ||
Line 63: | Line 67: | ||
::;geyser | ::;geyser | ||
:may i ask you a question? | |||
:what does "totoro" mean | |||
:i've googled a bit on it, and found only some spherical anime character | |||
::;[[User:Kuchumovn|Kuchumovn]] 15:12, 18 December 2007 (CET) | |||
:totoro is the name of the animation system/engine. The developers gave them anime character names | |||
:akira ==> name of the um... environment(?) system/engine (octrees, nodes, rays, etc.) | |||
:motoko ==> name of the drawing(?) system/engine (graphics quality, resolution, colour, z-buffer, etc.) [[User:Ssg|Ssg]] 16:06, 18 December 2007 (CET) | |||
:danke | |||
::;[[User:Kuchumovn|Kuchumovn]] 16:43, 18 December 2007 (CET) | |||
:пожалуйста [[User:Ssg|Ssg]] 16:59, 18 December 2007 (CET) | |||
==Data types== | ==Data types== | ||
Line 79: | Line 97: | ||
::;ssg | ::;ssg | ||
:Re:Obviously, I don't want to argue about this forever. I'll reformulate when I get the chance. | :Re:Obviously, I don't want to argue about this forever. I'll reformulate when I get the chance. | ||
:My basic point is that there is no "0" bit, and that anything hinting | :My basic point is that there is no "0" bit, and no "option" corresponding to it, and that anything hinting otherwise, e.g. | ||
option 1; it's a bitset; the following options are possible (values in dec): | |||
:is... | 0 - none <<<<<<<<<<<<<<<<<<<<^^^^^^^ | ||
1 - unknown | |||
2 - ghost | |||
4 - stairs up | |||
8 - stairs down | |||
16 - stairs | |||
32 - unknown | |||
64 - unknown | |||
128- unknown | |||
:is... is... whatever. Pick your own word. ^^ | |||
::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ||
:Anyway, I'd suggest to leave "dec" alone altogether, and to write: | |||
Option bitset 1 | |||
0x01 - unknown | |||
0x02 - ghost | |||
0x04 - stairs up | |||
0x08 - stairs down | |||
0x10 - stairs | |||
0x20 - unknown | |||
0x40 - unknown | |||
0x80 - unknown | |||
:Love it or leave it, of course. | |||
::[[User:Geyser|geyser]] 13:54, 31 January 2007 (CET) | |||
:Oh, and a priori I don't know WTF "ghost" is, so in case you know better, a few words of wisdom are always welcome. | |||
::[[User:Geyser|geyser]] 13:56, 31 January 2007 (CET) | |||
ghost = something you can't see + touch. So a ghost GQ is invisible and not solid. | |||
<p align=right>[[User:Ssg|Ssg]] 13:13, 1 February 2007 (CET) | |||
==OBD update== | ==OBD update== | ||
Line 109: | Line 152: | ||
:Be careful not to overwrite new information with older stuff, or anything like that. | :Be careful not to overwrite new information with older stuff, or anything like that. | ||
:I'd really appreciate if you put a list of field types [[OBD:Data types|HERE]], for example. | :I'd really appreciate if you put a list of field types [[OBD:Data types|HERE]], for example. | ||
::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ||
Line 125: | Line 167: | ||
:My a priori guess would be the ONOA, and the IDXA therein. 3003 could refer to the unknown ID stored inside an ONOA. | :My a priori guess would be the ONOA, and the IDXA therein. 3003 could refer to the unknown ID stored inside an ONOA. | ||
::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ||
:OK, I found where the 3003 is mapped to 3058 etc. I'd have been quicker if you hadn't flagged AKEV as "done" :P | |||
:Because it's in the AKEV. Well, not in the AKEV "selbst", but in its specific IDXA. | |||
::(but they're just ''links'', of course, so we don't consider them as unknown AKEV data, right? ^^ ) | |||
:Anyway. The first IDXA lists the quads (AGQG, AGQC and AGQR entries) that can be turned on and off. | |||
:The second IDXA lists the "gunk" IDs in parallel. The same "gunk" ID can be assigned to several quads. | |||
:The two IDXA can be used for two-way lookup. Only gunk -> quad is used when you use '''env_show''' etc. | |||
::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | |||
---- | |||
Cool. Thanks. | |||
<p align=right>[[User:Ssg|Ssg]] 13:21, 1 February 2007 (CET) | |||
---- | |||
:As for the ONOA, that one is related to the unknown field of the AGQG (the one which is not always 0xFFFFFFFF). | |||
:That field is an object ID, looked up in the ONOA. Several quads can belong to the same object (same ID). | |||
:The IDXA next to the ID (in the ONOA) lists the AGQG belonging to every object. So, two-way lookup. | |||
:The high byte of the ID is an object type. 0x05 is furniture, 0x03 is doorframe, 0x0D is trigger guide, 0x0F is console, etc. | |||
::[[User:Geyser|geyser]] 12:05, 1 February 2007 (CET) | |||
---- | |||
I figured that out yesterday too. 0E is turret. And that's it. There're no others. The first 2 bytes are the old file ID. It's the same as in the BINA files. | |||
: | |||
Why Oni needs this file (ONOA)? Any idea. IMO Oni needs only the door entries, because if you disable them, the doors aren't any longer solid. But if I disable the other objects I can't see an effect. | |||
<p align=right>[[User:Ssg|Ssg]] 13:21, 1 February 2007 (CET) | |||
:What do you mean, "disable"? Resource, offset, new value? | |||
:I'm not 100% sure why Oni needs it (to look up "gunks with all their glass broken", perhaps). | |||
:Anyway, I find it useful because it will let us to selectively extract furniture (etc) separately from architecture. | |||
::[[User:Geyser|geyser]] 20:21, 1 February 2007 (CET) | |||
:I repeat my question (stuff is a bit scattered on this page, sorry ^^): | |||
::do you know any way to quickly find out the ID of a quad (e.g. AGQG element)? | |||
::[[User:Geyser|geyser]] 20:21, 1 February 2007 (CET) | |||
---- | |||
<TABLE BORDER=0><TR><TD BGCOLOR="#E0E0E0">"do you know any way to quickly find out the ID of a quad"</TD></TR></TABLE> | |||
: | |||
Not really. If I'm interested in a GQ, I start Oni (debug_charas on and textures off) and look for the corner points of the GQ. With this information I look to the PNTA file (I've put the coordinates in an Excel sheet) and search for the points. When I've found them, I take the package IDs and search in the AGQG file (a Excel sheet too) for them. | |||
: | |||
[[User:Ssg|Ssg]] 13:33, 7 February 2007 (CET) | |||
==Generic files== | ==Generic files== | ||
===VCRA=== | ===VCRA=== | ||
Line 132: | Line 209: | ||
===IDXA=== | ===IDXA=== | ||
:Used by M3GM (1 lists triangles as strips, 2 assigns face normals to triangles) (1 has a specific format (high-bit)) | :Used by M3GM (1 lists triangles as strips, 2 assigns face normals to triangles) (1 has a specific format (high-bit)) | ||
:Used by AKEV ( | :Used by AKEV (1 lists script-hideable quads) (2 lists the IDs used by '''env_show''' etc) | ||
:Used by ONOA (an "object ID" is associated to an IDXA listing the AGQG of that object) | |||
:Used by AKOT (role?) | :Used by AKOT (role?) | ||
:Is that all? | :Is that all? | ||
::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ||
Line 140: | Line 217: | ||
:Used by a few files, format seems to be invariant. | :Used by a few files, format seems to be invariant. | ||
::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ::[[User:Geyser|geyser]] 20:15, 30 January 2007 (CET) | ||
==Categorizing OBD screenshots== | |||
I experimentally tagged [[:Image:Abna_a.gif]] with the category "OBD data images". Does this name make sense to anyone whom it concerns? If so, I can mark that mentally as the official category for those images, and over time make sure they are categorized. Since there's a decent number of those images, I want to be 100% sure of the category name before going ahead with the rest. --[[User:Iritscen|Iritscen]] 19:07, 12 October 2008 (CEST) | |||
{{OBD}} |