XML:AKEV

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AKEV : Oni Game Level
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  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AISA << Other file types >> BINA

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AKEV

XML tag Content type Description
<AKEV id="...">
<Points>
<Planes>
<TextureCoordinates>
<Quads>
<QuadTextures>
<QuadCollision>
<Debug>
<Textures>
<BnvNodes>
<BnvSides>
<QuadGroupList>
<QuadGroupId>
<BnvBspTree>
<TransparencyBspTree>
<Octtree>
<BnvAdjacency>
<DoorFrames>
<BoundingBox>
<Min>
<Max>
<Offset_007C>


PNTA

XML tag Content type Description
<PNTA id="...">
<BoundingBox>
<Min>
<Max>
<BoundingSphere>
<Center>
<Radius>
<Positions>
<Vector3>


PLEA

XML tag Content type Description
<PLEA id="...">
<Planes>
<Plane>


TXCA

XML tag Content type Description
<TXCA id="...">
<TexCoords>
<Vector2>


AGQG

XML tag Content type Description
<AGQG id="..."> integer Instance id. Should be 4.
<Quads>
<AGQGQuad>
<Points>
<Int32>
<TextureCoordinates>
<Int32>
<Colors>
<Color> color Colors are stored as four-element arrays: R G B [A], which means Red, Green, Blue, and the optional Alpha channel value. Min value: 0. Max value: 255.
This is used for vertex coloring.
<Flags> flag
DoorFrame (invisible quad that uses the _DOOR_FRAME texture, however, this flag has no effect on the game)
Ghost (pathfinding volume separator, see AKVA, etc.)
StairsUp
StairsDown
Stairs
Triangle
Transparent
TwoSided (make polygons visible from both sides)
NoCollision (no character collision, no particle collision)
Invisible (makes polygons invisible; tip: use two-faced wall for no transition, use one-faced wall for one-way transition)
NoObjectCollision (no particle collision)
NoCharacterCollision (characters can go through polygons)
NoOcclusion
Danger (automatic creation via _marker_danger texture)
Horizontal (slope > 70°, automatic creation)
Vertical (slope < 70°, automatic creation)
GridIgnore (OniSplit will ignore the object when it calculates the pathfinding grids, so the grids will be white)
NoDecals (decals can't be applied to object; doors use this)
Furniture
ProjectionBit0 (automatic creation)
ProjectionBit1 (automatic creation)
SoundTransparent
Impassable
<ObjectId> int32 Object type and object id are merged here into one number. The value is -1 if the quad doesn't belong to an object.
Example 1: If <ObjectId> is 251658333, the converted hex value is (0)f 00 00 5d. With that you get the type 0f = console and the id 5d = 93.
Example 2: If <ObjectId> is 50331739, the converted hex value is (0)3 00 00 5b. With that you get the type 03 = door and the id 5b = 91.

Types:

01 - character
02 - patrol path
03 - door
04 - flag
05 - furniture
08 - particle
09 - powerup
0A - sound
0B - trigger volume
0C - weapon
0D - trigger
0E - turret
0F - console
10 - combat
11 - melee
12 - neutral

Obviously not all object types have corresponding gunk quads. The only object types that are used in ONOA by the original levels are door, furniture, turret, trigger and console. In addition it appears that the engine only searches for door type.


AGQR

XML tag Content type Description
<AGQR id="...">
<Elements>
<AGQRElement>
<Texture>


AGQC

XML tag Content type Description
<AGQC id="...">
<Elements>
<AGQCElement>
<Plane>
<BoundingBox>
<Min>
<Max>


TXMA

XML tag Content type Description
<TXMA id="..."> integer Instance Id. Should be 8.
The TXMA instance stores all textures used by level geometry.
<Textures> - This is an int32 array for <Link> tags.
<Link> link TXMPname


AKVA

XML tag Content type Description
<AKVA id="...">
<Nodes>
<AKVANode>
<BspTree>
<Id>
<FirstSide>
<LastSide>
<ChildBnv>
<SiblingBnv>
<GridXTiles>
<GridZTiles>
<DataOffset>
<DataSize>
<TileSize>
<BoundingBox>
<Min>
<Max>
<GridXOffset>
<GridZOffset>
<NodeId>
<Flags>
<Floor>
<Height>


AKBA

XML tag Content type Description
<AKBA id="...">
<Sides>
<AKBASide>
<Plane>
<FirstAdjacency>
<LastAdjacency>


IDXA (quad group list)

XML tag Content type Description
<IDXA id="...">
<Indices>
<Int32>


IDXA (quad group id)

XML tag Content type Description
<IDXA id="..."> integer Instance ID. Should be 12.
<Indices> - This is an int32 array for the <Int32> tags.
<Int32> int32 Stores an object ID used by BSL commands "env_broken", "env_shade", "env_show" and "env_texswap". Ergo this IDXA should belong to AKEV 2.
Why can IDs appear here multiple times? Most objects are made of multiple triangles/quads. Probably there are as many identical IDs as an object has triangles/quads. This way, when you want show/hide/etc. an object, all of its triangles/quads will be affected.


AKBP

XML tag Content type Description
<AKBP id="...">
<Nodes>
<AKBPNode>
<Plane>
<Back>
<Front>


ABNA

XML tag Content type Description
<ABNA id="...">
<Elements>
<ABNAElement>
<Plane>
<Front>
<Back>


AKOT

XML tag Content type Description
<AKOT id="...">
<Nodes>
<Leafs>
<QuadTree>
<GunkQuad>
<Bnv>


AKAA

XML tag Content type Description
<AKAA id="...">
<Elements>
<AKAAElement>
<Bnv>
<Quad>


AKDA

<AKDA id="17" />


OTIT

XML tag Content type Description
<OTIT id="...">
<Nodes>
<OTITNode>
<Children>
<Int32>


OTLF

XML tag Content type Description
<OTLF id="...">
<Nodes>
<OTLFNode>
<PackedGunkQuadList>
<Neighbours>
<Int32>
<PackedPositionAndSize>
<PackedBnvList>


QTNA

XML tag Content type Description
<QTNA id="...">
<Nodes>
<QTNANode>
<Children>
<Int32>


IDXA (gunk quad)

XML tag Content type Description
<IDXA id="...">
<Indices>
<Int32>


IDXA (BNV)

XML tag Content type Description
<IDXA id="...">
<Indices>
<Int32>