XML:ONLV
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At the moment we can't import animated / function holding objects (like door) to levels. This will hopefully change in the future.
But nonetheless we got some levels for our fun:
OCF threads about level creation:
- "Creating the Lair - A level tutorial"
- "Creating new levels"
- "Create levels with pathfinding grids"
- "More questions about levels"
- "Sketchup tutorials for making levels"
wiki pages about levels:
xml section
ONLV = Oni Level file
file structure
- ONLV instance
- <Name> - this is your BSL folder (save game slot and level number are defined inside ONLD)
- <Environment> - link to AKEV file (solid level geometry)
- <Objects> - link to OBOA instance (animated level geometry, sometimes particles)
- <SkyBox> - link to skybox file
- <Characters> - link to AISA file (pendant of BINACJBOCharacter file), holds character spawn collection
- <ObjectQuadMap> - link to ONOA instance (maybe spawnable / function holding objects ?)
- <Particles> - link to ENVP instance (pendant of BINACJBOParticle), holds particle spawn collection, door lock lights are typically stored inside ENVP
- <Corpses> - link to CRSA instance (corpses consist of 19 body parts)
- OBOA instance
- ...
- ONOA instance
- ...
- ENVP instance
- ...
- CRSA instance
- ...
Sample code from a trimmed warehouse level.
[...] mean another Corpse code block. There are usually 20 in total. They are somehow needed to prevent bugs.
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.56.0"> <Instance id="0" type="ONLV"> <Name>EnvWarehouse</Name> <Environment>AKEVEnvWarehouse</Environment> <Objects>#1</Objects> <SkyBox>ONSKafternoon</SkyBox> <Characters>AISAlevel1_scripts</Characters> <ObjectQuadMap>#2</ObjectQuadMap> <Particles>#3</Particles> <Corpses>#4</Corpses> </Instance> <Instance id="1" type="OBOA"> <Objects /> </Instance> <Instance id="2" type="ONOA"> <Elements /> </Instance> <Instance id="3" type="ENVP"> <Particles /> </Instance> <Instance id="4" type="CRSA"> <FixedCount>0</FixedCount> <UsedCount>0</UsedCount> <Corpses> <CRSACorpse> <CharacterClass></CharacterClass> <Transforms> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> <Matrix4x3>0 0 0 0 0 0 0 0 0 0 0 0</Matrix4x3> </Transforms> <BoundingBox> <Min>0 0 0</Min> <Max>0 0 0</Max> </BoundingBox> </CRSACorpse> [...] </Corpses> </Instance> </Oni>