XML:ONLV

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Revision as of 23:11, 5 June 2012 by EdT (talk | contribs) (→‎spawnable geometry: some info)
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Custom levels that has been created so far:

OCF threads about level creation:

wiki pages about levels:


xml section

For praxis information see: "Creating the Lair - A level tutorial" link.


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
...
  • M3GA
...
  • IDXA
...


flags in the <OBOAObject> section

<Flags>
InUse
NoCollision
NoGravity
FaceCollision
<PhysicsType>
Static
Linear
Animated
Newton


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>
   <ONLV id="0">
       <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>
   </ONLV>
   <OBOA id="1">
       <Objects />
   </OBOA>
   <ONOA id="2">
       <Elements />
   </ONOA>
   <ENVP id="3">
       <Particles />
   </ENVP>
   <CRSA id="4">
       <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>
   </CRSA>
</Oni>

not empty OBOA - example from level 19

(exported ONLV files seem to contain 32 empty <OBOAObject> sections)

If I remember correctly this one is only an object for the cutscene. Maybe the real floor(s) (those with collision) can be tracked down with the id used by bsl.


           <OBOAObject>
               <Geometry>#347</Geometry>
               <Animation>OBANDishFloor01</Animation>
               <Particle></Particle>
               <Flags>InUse</Flags>
               <DoorGunkId>0</DoorGunkId>
               <DoorId>0</DoorId>
               <PhysicsType>Animated</PhysicsType>
               <ScriptId>204</ScriptId>
               <Position>-183 99.59154 -2501.25</Position>
               <Rotation>0.7071067 -1.545431E-08 1.545431E-08 0.7071068</Rotation>
               <Scale>1</Scale>
               <Transform>1 -4.371139E-08 -5.21253064E-16 0 1.19248806E-08 -1 4.371139E-08 1 1.19248806E-08 -183 99.5815353 -2501.25</Transform>
               <Name>object_DishFloor01</Name>
           </OBOAObject>


not empty ENVP - example from level 19'

           <ENVPParticle>
               <Class>locklight</Class>
               <Tag>mainchamber_locklight01</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 -391.790527 58.0480423 -1364.412</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>

<Transform> - the last 3 values are the position (x, y, z)


spawnable geometry

In Oni's last level, the platform of the big satellite dish can be spawned/deleted from BSL. Characters on it will fall down when the platform becomes deleted.

I tested that long time ago, I think OBOA used for it (at least in the original data).

If OBOA import is not allowed maybe we can add more such things with the physics.xml and then use the <ScriptId> for BSL? What options exist for <Flags> and <Physics> ?


Possible applications:

  • grids in front of ventilation shafts
  • ground/ceiling/objects for cutscenes that become partially destroyed
  • destrucable walls like in Deus Ex 3 (trigger volume, replacing punch anim with punch-through-wall anim)

Perhaps this will help: http://oni.bungie.org/community/forum/viewtopic.php?pid=36765#p36765

In the textures.xml file you can set the environment's collision info by texture.

Also, you can add OBAN in the physics.xml file like this, though I have not fully tested this.

       <Object Name="object_Zipthing01">
           <ScriptId>71</ScriptId>
           <Geometry>M3GMZipthing01.oni</Geometry>
           <Animation>OBANZipthing01.oni</Animation>
       </Object>

If you extract the AKEV for the compound level, the big dish is part of the environment. env_show is used to show and hide the dish. However, currently, OniSplit does not support that feature.

EdT 01:11, 6 June 2012 (CEST)