XML:OFGA: Difference between revisions

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m (a few more flags)
m (seems fixed now)
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==export==
==export==
The direct export ignores geometry with the flag "Invisible".
A)
  OniSplit -extract:obj out in/OFGA*.oni
  OniSplit -extract:obj out in/OFGA*.oni




You can also identify the single geometry parts by going through the xml file and then export the M3GM file of your interest.
B) You can also identify the single geometry parts by going through the xml file and then export the M3GM file of your interest.
  OniSplit -extract:xml out in/OFGA*.oni
  OniSplit -extract:xml out in/OFGA*.oni
  OniSplit -extract:obj out in/M3GM*.oni
  OniSplit -extract:obj out in/M3GM*.oni

Revision as of 17:11, 28 April 2013

OFGA : Object Furniture Geometry Array
XML modding tips
  • See HERE to start learning about XML modding.
  • 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

OBAN << Other file types >> ONCC

switch to OBD page

general information

  • The xml code on this page is compatible with onisplit v0.9.61.0 and v0.9.68.0
  • OFGA are level specific.
  • OFGA files were rarely used in game, only to get the bounding box of the geometry.
  • Nowadays they are used to import objects with no functions. (Doors, consoles, etc. becomes imported by their object collections. See ONLV for more information.)


tags

XML tag content type description
<OFGA id="..."> integer marks the beginning of OFGA content
<EnvParticle> "#" + integer ENVP instance number (#N)
<Elements> - You can put here quite any number of <OFGAElement> tags. The array is an int32.
<OFGAElement> -
<GunkFlags> flag for more theoretic possible AGQG flags see onisplit -help enums
None
NoCharacterCollision
NoObjectCollision
NoCollision
NoOcclusion
Invisible - used for collision boxes
TwoSided
<Geometry> link M3GMfile_name.oni (don't use file suffix)
<ENVP id="..."> integer Instance number. Use the one from <EnvParticle>.
<Particles> - You can put here quite a number of <ENVPParticle> tags. The array is an int16.
<ENVPParticle> - ENVP is used to store particles attached to objects or furniture: Locklights, lights, fire, smoke, steam, "electricity" etc. Loose particles are normally added to the level particle collection.
<Class> char[64] BINA3RAPfile_name.oni (don't use file prefix/suffix)
<Tag> char[48] Particle name for BSL commands. For some reason an underscore "_" will be added to the name. Examples:
FURN <Particle>test</Particle> + OFGA <Tag>streetlight</Tag> = test_streetlight
FURN <Particle></Particle> + OFGA <Tag>streetlight</Tag> = _streetlight
FURN <Particle>test</Particle> + OFGA <Tag></Tag> = test_
<Transform> matrix Float 3*3 + float X Y Z position of the particle. Can be used to orient and stretch the particles (decals, locklights, etc). (How?)
<DecalScale> integer, integer X Y
<Flags> flag
None
NotInitiallyCreated


Example 1

OFGAV_tctf_cruiser_tn.png

extracted OFGAV_tctf_cruiser.xml file led to the 8 M3GM instances

the single parts were then imported into Mod Tool

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <OFGA id="0">
       <EnvParticle></EnvParticle>
       <Elements>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_0</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_1</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_2</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_3</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_4</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_5</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>NoCharacterCollision NoOcclusion</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_6</Geometry>
           </OFGAElement>
           <OFGAElement>
               <GunkFlags>Invisible NoObjectCollision</GunkFlags>
               <Geometry>M3GMV_tctf_cruiser_7</Geometry>
           </OFGAElement>
       </Elements>
   </OFGA>
</Oni>


Example 2

streetlights_tn_zps4d4f227f.png

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <OFGA id="0">
       <EnvParticle>#1</EnvParticle>
       <Elements>
           <OFGAElement>
               <GunkFlags>NoOcclusion</GunkFlags>
               <Geometry>M3GMstreetlight_0</Geometry>
           </OFGAElement>
       </Elements>
   </OFGA>
   <ENVP id="1">
       <Particles>
           <ENVPParticle>
               <Class>env_lensflare09</Class>
               <Tag>streetlight</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 1.3262 63.5907 10.4082</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>
           <ENVPParticle>
               <Class>env_lensflare09</Class>
               <Tag>streetlight</Tag>
               <Transform>1 -4.559326E-08 1.35404189E-05 -1.354042E-05 -2.03512554E-05 1 -4.53176945E-08 -1 -2.03512554E-05 1.3262 63.5907 -8.877</Transform>
               <DecalScale>1 1</DecalScale>
               <Flags></Flags>
           </ENVPParticle>
       </Particles>
   </ENVP>
</Oni>


export

A)

OniSplit -extract:obj out in/OFGA*.oni


B) You can also identify the single geometry parts by going through the xml file and then export the M3GM file of your interest.

OniSplit -extract:xml out in/OFGA*.oni
OniSplit -extract:obj out in/M3GM*.oni


import

Be sure your obj file contains triangulated meshes. Quads can give you visual glitches.

OniSplit out_folder -create:m3gm [-tex:texture_name] input_folder/file.obj
-tex argument is optional but you should use it to prevent bugs

After TXMP, M3GM and OFGA creation you can go on to furniture file.