XML:ONWC: Difference between revisions

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m (i wonder if it's not time to clean up this page since all the hex stuff seems to be on the main page)
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{|align=right
{{XML_File_Header | type=ONWC | prev=ONVL | next=OPge | name=Oni Weapon Class }}
![[OBD:Oni Binary Data|ONI BINARY DATA]]
 
__TOC__
 
'''general information'''
* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* vanilla ONWC files are stored at/inside
** Edition/install/VanillaDats/level0_Final/level0_Final '''(AE v6)'''
** AE/AEInstaller/vanilla/level0_Final.dat '''(AE v7)'''
 
 
'''file structure'''
 
ONWC
  |
  +-- M3GM (embedded 3D mesh)
        |
        +-- PNTA <Points>
        +-- VCRA <VertexNormals>
        +-- VCRA <FaceNormals>
        +-- TXCA <TextureCoordinates>
        +-- IDXA <TriangleStrips>
        +-- IDXA <FaceNormalIndices>
        +-- TXMP <Texture> (link to external file)
 
 
==ONWC: Oni Weapon Class==
 
{|class="wikitable" width=100%
|width=120px| '''XML tag'''
|width=60px| '''type'''
| '''description'''
|-
| <LaserSight>
|
| see [[#<LaserSight>|HERE]]
|-
| <AmmoMeter>
|
| see [[#<AmmoMeter>|HERE]]
|-
| <Geometry>
| link
| [[#M3GM|Weapon instance]] number (#N). For geometry import/exchange see [[#new_method|HERE]].
|-
| <Name>
| char[32]
| <font color="#777777">ONWC</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font>
|-
| <MouseSensitivity>
| float
| weapon mouse sensitivity (applies on AI, too)
|-
| <Recoil>
|
| see [[#<Recoil>|HERE]]
|-
| <RecoilAnimationType>
| link
| an recoil [[XML:StNA#animation_types|animation type]]
|-
| <ReloadAnimationType>
| link
| an reload [[XML:StNA#animation_types|animation type]]
|-
| <PauseAfterReload>
| int16
| pause after reload in 1/60 seconds
|-
|valign=top| <MaxShots>
|valign=top| int16
| amount of shots
 
Let's say a weapon has 4 emitters each with <UsedAmmo>1 and the weapon shall be able to fire 3 times. Then <MaxShots> has to be 12 = 4 * 1 * 3.
 
A mismatching <MaxShots> number creates an infinite ammunition bug.
|-
| <ParticleCount>
| int16
| amount of particles
|-
| <FiringModeCount>
| int16
| amount of used firing modes (max = 2 ?)
|-
| <PauseBeforeReload>
| int16
| pause before reload in 1/60 seconds
|-
| <ReleaseDelay>
| int16
| release delay; delay between the moment the trigger is released and the moment the weapon stops firing
|-
|valign=top| <Flags>
|valign=top| flag
| weapon options
: NoHolster
: UsesCells
: TwoHanded
: RecoilAffectsAiming
:: Without this flag there will be still recoil. In any case the recoil makes the aim go upwards.
:: If flag is set: the aiming will stay the same after firing the gun.
:: If flag isn't set: the upward movement stops earlier and when the fire ended the arm will fall to the previous aiming position. ([http://youtu.be/eq91flq6YkU w1_tap observation])
: Automatic
: StunSwitcher
:: if enemy is inside shooting distance (between min and max) and is knockdowned/stunned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
: KnockdownSwitcher
:: if enemy is inside shooting distance (between min and max) and is knockdowned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
: Explosive
: SecondaryFire
: BarabbasWeapon
:: if enemy is inside shooting distance (between min and max) and is knockdowned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
: Heavy
: AutoRelease
: HasReleaseDelay
: HasLaserSight
: ScaleCrosshair
: NoFade
: DrainAmmo
|-
| <FiringModes>
|
| holds 2 <FiringModes> tags
|-
| <AIFiringMode>
|
| see [[#<AIFiringMode>|HERE]]
|-
| <Particles>
|
| holds 16 <ONWCParticle> tags
|-
|-
![[OBD:ONVL|ONVL]] << [[OBD:File types|Other file types]] >> [[OBD:OPge|OPge]]
| <ONWCParticle>
|
| see [[#<ONWCParticle>|HERE]]
|-
|-
!<FONT SIZE=5>ONWC : Oni Weapon Class</FONT>
| <EmptyWeaponSound>
| link
| <font color="#777777">OSBD</font>file<font color="#777777">.imp.oni</font> <font color="#777777">(don't use file prefix/suffix)</font>
|-
|-
![[OBD:File types/Global|Level 0 file]]
| <Glow>
| link
| TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
|-
|-
![http://geyser.oni2.net/OUP/ONWC.txt Struct def for OUP]
| <GlowAmmo>
| link
| TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
|-
|-
![http://www6.fh-eberswalde.de/user/dkriesch/onistuff/oni_onwc.htm Overview @ Oni Stuff]
| <GlowTextureScale>
| float
| x z scale factor of glow textures
|-
|-
!TXT overviews (27 kB each) :<br>[http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/text/oni_onwc_dc.txt "," decimals] or [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/text/oni_onwc_dp.txt "." decimals]
| <PickupHandleOffset>
| float
| x y z offset of pickup handle
|-
| <HoveringHeight>
| float
| hovering height of unheld weapon
|}
|}
There's an [[OBD:File types|empty]] ONWC file in every level, and the 12 actual ONWC files are in level 0.
;File size:1824 = 0x720 bytes
;Example: '''w1_tap.ONWC''' (unless specified otherwise)
;Structure
*0x08 - 0xD7 : MAIN WEAPON DATA (216 = 0xD8 bytes)
**0x08 - 0x53 : laser sight
**0x54 - 0x5F : ammo meter
**0x60 - 0xD7 : various weapon parameters
*0xD8 - 0x1D7 : FIRING MODE ARRAY (2 elements, 128 = 0x80 bytes each)
**0xD8 - 0x157 : primary firing mode
**0x158 - 0x1D7 : secondary firing mode
*0x1D8 - 0x6DC : WEAPON PARTICLE ARRAY (16 elements, 80 = 0x50 bytes each)
*0x6D8 - 0x71F : TRAILING CHUNK (68 =0x48 bytes)
**weapon sounds, unheld weapon parameters, blank filler
;Coordinates
:Unless specified otherwise, they are relative to the weapon's mesh
:(x = forwards, y = left, z = up)


----
; Glow textures
----
: They're applied to the lower face of the M3GM's bounding box. The factors above are the ratio between the x/z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly.
==0x00 - 0xD7==
; Pickup handle
;MAIN PART
: The tolerance is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!).
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/onwc_a.gif
: This is a rather nasty "feature" (actually, the offsets should be relative to the weapon's orientation)
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
: The way it's now, the pickup volume of a WMC is not necessarily next to the handle. That's why it's hard to pick up.
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
 
!Offset
 
!Hex
===<LaserSight>===
!Translation
; Crosshair
!Meaning
: Default crosshair appears where the laser sight hits environment, corpses, etc
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
: Locked crosshair appears when the laser sight hits characters (including the shooter)
|0x00
: "Tunnel" is used by w8_mbo as a complement to the crosshair
| BGCOLOR="#FF0000" | 01 '''75 0E''' 00
: w2_sap, w5_sbg, w7_scc and w9_scr use it with no crosshair
| 3701
 
| ALIGN=LEFT | File ID (03701-w1_tap.ONWC)
{|class="wikitable" width=100%
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|width=120px| '''XML tag'''
|0x04
|width=60px| '''type'''
| BGCOLOR="#FFFF00" | 01 00 00 ''00''
| '''description'''
| 0
|-
| ALIGN=LEFT | level ID
| <Origin>
| float
| x y z
|-
| <Stiffness>
| float
| x-component of laser sight direction ?
|-
| <AdditionalAzimuth>
| float
| [[wikipedia:Azimuth]]
|-
| <AdditionalElevation>
| float
| [[wikipedia:Elevation]]
|-
| <LaserMaxLength>
| float
| maximal length of laser sight vector
|-
| <LaserColor>
| color
| laser sight color: B G R A
|-
| <NormalTexture>
| link
| crosshair texture: TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
|-
| <NormalColor>
| color
| crosshair background color: B G R A
|-
| <NormalScale>
| float
| crosshair scale factor
|-
| <LockedTexture>
| link
| locked crosshair texture: TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
|-
| <LockedColor>
| color
| locked crosshair background color: B G R A
|-
| <LockedScale>
| float
| locked crosshair scale factor
|-
| <TunnelTexture>
| link
| tunnel texture
|-
| <TunnelColor>
| color
| tunnel background color: R G B A
|-
| <TunnelScale>
| float
| tunnel scale factor
|-
| <TunnelCount>
| int32
| number of tunnel textures
|-
| <TunnelSpacing>
| float
| spacing of tunnel textures
|}
|}
----
 
===0x08 - 0x53===
 
;LASER SIGHT PARAMETERS
===<AmmoMeter>===
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{|class="wikitable" width=100%
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
|width=120px| '''XML tag'''
!Offset
|width=60px| '''type'''
!Hex
| '''description'''
!Translation
|-
!Meaning
| <Icon>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| link
|0x08
| TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
| BGCOLOR="#FFC8C8" | F5 A4 49 40
|-
| 3.150693
| <Empty>
| ALIGN=LEFT | x-offset of the origin
| link
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
|0x0C
|-
| BGCOLOR="#FFC8C8" | F4 2C A5 3B
| <Fill>
| 0.005041
| link
| ALIGN=LEFT | y-offset of the origin
| TXMPfile<font color="#777777">.oni (don't use file suffix)</font>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x10
| BGCOLOR="#FFC8C8" | 21 4E D2 3E
| 0.410752
| ALIGN=LEFT | z-offset of the origin
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x14
| BGCOLOR="#FFC8C8" | 23 A6 7F 3F
| 0.998629
| ALIGN=LEFT | something like the stiffness (try setting it to 0.001 and lower)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x18
| BGCOLOR="#FFC8C8" | AA 6C 56 BD
| -0.052349
| ALIGN=LEFT | additional azimuth
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x1C
| BGCOLOR="#FFC8C8" | 69 66 AA B7
| -0.000020
| ALIGN=LEFT | additional elevation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x20
| BGCOLOR="#FFC8C8" | 00 40 9C 45
| 5000.000000
| ALIGN=LEFT | maximal length of laser sight vector
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x24
| BGCOLOR="#FFFFC8" | 00 00 FF FF
| Red, opaque
| ALIGN=LEFT | laser sight color (RGBA)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x28
| BGCOLOR="#C8FFC8" | 01 '''94 05''' 00
| 1428
| ALIGN=LEFT | crosshair texture (link to 01428-target_1A.[[OBD:TXMP|TXMP]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x2C
| BGCOLOR="#C8FFC8" | FF FF FF 00
| White, transparent
| ALIGN=LEFT | crosshair background color (RGBA)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x30
| BGCOLOR="#C8FFC8" | CD CC 4C 3F
| 0.800000
| ALIGN=LEFT | crosshair scale factor
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x34
| BGCOLOR="#C8FFFF" | 01 '''95 05''' 00
| 1429
| ALIGN=LEFT | locked crosshair texture (link to 01429-target_1B.[[OBD:TXMP|TXMP]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x38
| BGCOLOR="#C8FFFF" | FF FF FF 00
| White, transparent
| ALIGN=LEFT | locked crosshair background color (RGBA)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x3C
| BGCOLOR="#C8FFFF" | CD CC 4C 3F
| 0.800000
| ALIGN=LEFT | locked crosshair scale factor
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x40
| BGCOLOR="#FFC8FF" | 00 '''00 00''' 00
| not used
| ALIGN=LEFT | tunnel texture ([[OBD:TXMP|TXMP]] link)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x44
| BGCOLOR="#FFC8FF" | FF FF FF 00
| White, transparent
| ALIGN=LEFT | tunnel background color (RGBA)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x48
| BGCOLOR="#FFC8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | tunnel scale factor
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x4C
| BGCOLOR="#FFC800" | 0F 00 00 00
| 15
| ALIGN=LEFT | number of tunnel textures
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x50
| BGCOLOR="#C800C8" | 00 00 20 41
| 10.000000
| ALIGN=LEFT | spacing of tunnel textures
|}
|}
;Crosshair
 
:Default crosshair appears where the laser sight hits environment, corpses, etc
 
:Locked crosshair appears when the laser sight hits characters (including the shooter)
===<Recoil>===
:"Tunnel" is used by '''w8_mbo''' as a complement to the crosshair
{|class="wikitable" width=100%
:'''w2_sap''', '''w5_sbg''', '''w7_scc''' and '''w9_scr''' use it with no crosshair
|width=120px| '''XML tag'''
----
|width=60px| '''type'''
===0x54 - 0x5F===
| '''description'''
;AMMO METER
|-
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
| <Base>
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
| float
!Offset
| recoil base (e.g. for w1_tap and w2_sap)
!Hex
|-
!Translation
| <Max>
!Meaning
| float
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| recoil max
|0x54
|-
| BGCOLOR="#C87C64" | 01 '''7E 0E''' 00
| <Factor>
| 3710
| float
| ALIGN=LEFT | link to 03710-tap_icon.[[OBD:TXMP|TXMP]]
| recoil factor
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
|0x58
| <ReturnSpeed>
| BGCOLOR="#C87C64" | 01 '''7F 0E''' 00
| float
| 3711
| recoil return speed
| ALIGN=LEFT | link to 03711-tap_empty.[[OBD:TXMP|TXMP]]
|-
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| <FiringReturnSpeed>
|0x5C
| float
| BGCOLOR="#C87C64" | 01 '''80 0E''' 00
| recoil firing return speed
| 3712
| ALIGN=LEFT | link to 03712-tap_fill.[[OBD:TXMP|TXMP]]
|}
|}
----
===0x60 - 0xD7===
;WEAPON PARAMETERS
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
!Offset
!Hex
!Translation
!Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x60
| BGCOLOR="#C87C64" | 01 '''76 0E''' 00
| 3702
| ALIGN=LEFT | link to 03702-.[[OBD:M3GM|M3GM]]
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x64
| BGCOLOR="#B0C3D4" COLSPAN=2 | <TT>w1_tap</TT>
| ALIGN=LEFT | name of the weapon
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x84
| BGCOLOR="#E7CEA5" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | weapon mouse sensitivity (applies on AI, too)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x88
| BGCOLOR="#E7CEA5" | A6 92 2B 3D
| 0.041888
| ALIGN=LEFT | recoil (e.g. for '''w1_tap''' and '''w2_sap''')
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x8C
| BGCOLOR="#E7CEA5" | 92 0A 86 3E
| 0.261799
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x90
| BGCOLOR="#E7CEA5" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x94
| BGCOLOR="#E7CEA5" | E2 A3 7B 3B
| 0.003839
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x98
| BGCOLOR="#E7CEA5" | 88 C3 E4 3A
| 0.001745
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x9C
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xA0
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xA4
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xA8
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xAC
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xB0
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xB4
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xB8
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xBC
| BGCOLOR="#E7CEA5" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xC0
| BGCOLOR="#FFDDDD" | 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xC2
| BGCOLOR="#FFDDDD" | 95 00
| 149
| ALIGN=LEFT | recoil animation type, (149 => autopistol_recoil)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xC4
| BGCOLOR="#FFDDDD" | A4 00
| 164
| ALIGN=LEFT | reload animation type, (164 => reload_pistol)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xC6
| BGCOLOR="#FFDDDD" | 19 00
| 25
| ALIGN=LEFT | pause after reload in 1/60 seconds
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xC8
| BGCOLOR="#FFDDDD" | 0A 00
| 10
| ALIGN=LEFT | amount of shots
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xCA
| BGCOLOR="#FFDDDD" | 06 00
| 6
| ALIGN=LEFT | amount of particles
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xCC
| BGCOLOR="#FFDDDD" | 01 00
| 1
| ALIGN=LEFT | amount of firing modes
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xCE
| BGCOLOR="#FFDDDD" | 0A 00
| 10
| ALIGN=LEFT | pause before reload in 1/60 seconds
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xD0
| BGCOLOR="#FFDDDD" | 04 00
| 4
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xD2
| BGCOLOR="#FFDDDD" | 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xD4
| BGCOLOR="#FFDDDD" | 30
| 48
| ALIGN=LEFT | Flags 1 :


{| BORDER=0 CELLPADDING=0 CELLSPACING=0
|- VALIGN=TOP
| ALIGN=RIGHT | 1 -&nbsp;
| unknown, never used
|- VALIGN=TOP
| ALIGN=RIGHT | 2 -&nbsp;
| '''weapon can't be holstered'''
|- VALIGN=TOP
| ALIGN=RIGHT | 4 -&nbsp;
| '''weapon reloads with energy cells'''
|- VALIGN=TOP
| ALIGN=RIGHT | 8 -&nbsp;
| '''weapon is a rifle (two-handed)'''
|- VALIGN=TOP
| ALIGN=RIGHT | 16 -&nbsp;
| unknown, used for w1_tap and w2_sap
|- VALIGN=TOP
| ALIGN=RIGHT | 32 -&nbsp;
| '''sustained fire'''
|- VALIGN=TOP
| ALIGN=RIGHT | 64 -&nbsp;
| '''you can't shoot ...'''
|- VALIGN=TOP
| ALIGN=RIGHT | 128 -&nbsp;
| '''stun switcher''',see below, used for w6_vdg
|}


|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
===<AIFiringMode>===
|0xD5
w11_ba1 is the only original weapon that use also the second firing mode.
| BGCOLOR="#FFDDDD" | C0
 
| 192
; Transform matrix
| ALIGN=LEFT | Flags 2 :
: Probably defines the orientation, scaling and position of the firing spread. It doesn't appear to be used.


{| BORDER=0 CELLPADDING=0 CELLSPACING=0
{|class="wikitable" width=100%
|- VALIGN=TOP
|width=120px| '''XML tag'''
| ALIGN=RIGHT | 1 -&nbsp;
|width=60px| '''type'''
| '''knockdown switcher''',see below, used for w4_psm
| '''description'''
|- VALIGN=TOP
|-
| ALIGN=RIGHT | 2 -&nbsp;
| <Flags>
| unknown, used for w5_sbg and w11_ba1
| flag
|- VALIGN=TOP
| NoWildShots
| ALIGN=RIGHT | 4 -&nbsp;
|-
| '''secondary fire enabled'''
| <InverseDirection>
|- VALIGN=TOP
| matrix4x3
| ALIGN=RIGHT | 8 -&nbsp;
| targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction
| '''weapon can't be reloaded'''
|-
|- VALIGN=TOP
| <Direction>
| ALIGN=RIGHT | 16 -&nbsp;
| vector3
| '''run, jump and creep disabled'''
| targeting direction; sets orientation of firingspread
|- VALIGN=TOP
|-
| ALIGN=RIGHT | 32 -&nbsp;
| <Origin>
| unknown, used for w11_ba1
| vector3
|- VALIGN=TOP
| targeting origin; sets deviation of A.I.'s aim from target's origin (target's origin + this vector = direction where to aim and fire)
| ALIGN=RIGHT | 64 -&nbsp;
|-
| '''I d.k.h.t.c.t.2''',see below, used for w1_tap, w2_sap and w3_phr
| <PredictionSpeed>
|- VALIGN=TOP
| float
| ALIGN=RIGHT | 128 -&nbsp;
| prediction speed; numeric speed of the projectile A.I. prediction takes into account when calculating where to fire in order to hit moving target
| '''laser sight visible'''
|-
| <MaxInaccuracyAngle>
| float
| max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting
|-
| <AimRadius>
| float
| aim_radius; always the same; possible related to the inaccuracy angle above
|-
| <AISoundRadius>
| float
| weapon sound sphere radius; defines radius of the A.I. sound sphere (gunfire type, see [[AI#Vision and hearing|HERE]] about A.I. sound spheres) which is created for a short moment when this weapon is fired
|-
| <MinShootingDistance>
| float
| minimal shooting distance; if target is closer than min.shoot.dist then A.I. ceases fire and moves away from the target till at least min.shoot.dis. is achieved; diameter, not a radius, so effective distance from A.I. to target is half of this value
|-
| <MaxShootingDistance>
| float
| maximal shooting distance; if target is further than max.shoot.dist then A.I. ceases fire and moves towards the target until at least max.shoot.dis. is achieved
|-
| <MaxStartleMisses>
| float
| maximum startle misses; probably the maximum number of shots an AI can miss when surprised before he starts aiming
|-
| <SkillIndex>
| int16
| [[XML:ONCC#.3CWeaponSkills.3E|ONCC skill index]]
|-
| <FightTimer>
| int32
| fight timer, 240 for w4_psm, 200 for v6_vdg
|-
| <ProjectileSpeed>
| float
| ballistic projectile speed (150 for SBG, 160 for WMC)
|-
| <ProjectileGravity>
| float
| ballistic projectile gravity, can be negative for firing at the enemy's feet (0.5 for SBG, 0.3 for WMC)
|-
| <FireSpreadLength>
| float
| length of a firingspread; A.I. can utilize gunfire dodge mechanics when it collides with some firingspread (read [[AI#Basic combat behaviors|HERE]]); can be seen by *ai2_showfiringspreads=1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm)
|-
| <FireSpreadWidth>
| float
| length of the firingspread's base; can be seen by ai2_showfiringspreads=1
|-
| <FireSpreadSkew>
| float
| firingspread's skew; can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap)
|}
|}


|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
;Fire spread
|0xD6
Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.
| BGCOLOR="#FFDDDD" | 02 00
 
| 2
| ALIGN=LEFT | Flags 3 :
{| BORDER=0 CELLPADDING=0 CELLSPACING=0
|- VALIGN=TOP
| ALIGN=RIGHT | 1 -&nbsp;
| unknown, never used
|- VALIGN=TOP
| ALIGN=RIGHT | 2 -&nbsp;
| '''crosshair scaling''', used for w1_tap, w2_sap, w3_phr and w8_mbo
|- VALIGN=TOP
| ALIGN=RIGHT | 4 -&nbsp;
| unknown, never used
|- VALIGN=TOP
| ALIGN=RIGHT | 8 -&nbsp;
| '''weapon doesn't fade'''
|- VALIGN=TOP
| ALIGN=RIGHT | 16 -&nbsp;
| '''I don't know how to call this''', see below, used for w4_psm
|- VALIGN=TOP
| ALIGN=RIGHT | 32 -&nbsp;
| unknown, never used
|- VALIGN=TOP
| ALIGN=RIGHT | 64 -&nbsp;
| unknown, never used
|- VALIGN=TOP
| ALIGN=RIGHT | 128 -&nbsp;
| unknown, never used
|}
|}


'''stun switcher''' -if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed/'''stun'''ed or '''blownup'''ed, AI with this weapon switches to melee for a time specified in a *fight timer* field
===<ONWCParticle>===
; Transformation matrix
: That's what defines orientation, stretching, etc.
: See [[OBD:CRSA|CRSA]] for details.


'''knockdown switcher''' -  if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed or '''blownup'''ed, AI with this weapon switches to melee for a time specified in a *fight timer* field
{|class="wikitable" width=100%
|width=120px| '''XML tag'''
|width=60px| '''type'''
| '''description'''
|-
| <Transform>
| matrix4x3
| transformation matrix xx xy xz yx yy yz zx zy zz + x y z offset of particle to weapon
|-
| <ParticleClass>
| link
| <font color="#777777">BINA3RAP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)
|-
| <UsedAmmo>
| int16
| ammo decrement (different for the 2 firing modes of w11_ba1)
|-
| <ShotDelay>
| int16
| normal delay between shots in frames
|-
| <RoughJusticeShotDelay>
| int16
| 'roughjustice' delay between shots in frames
|-
| <ActiveFrames>
| int16
| number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1
|-
|valign=top| <TriggeredBy>
|valign=top| int16
|
: 0 (particle is triggered by fire1)
: 1 (particle is triggered by fire2)
: -1 (particle is triggered by both firing modes)
|-
| <DelayBeforeFiring>
| int16
| delay before firing
|}


'''I don't know how to call this''' - If you press and HOLD the fire (mouse1), it ONCE triggers particles for shooting, then drains ammo as if it was '''sustained fire''', but particles are NOT emitted (you just stand and watch as ammo drops). Used by w4_psm, probably because w4 particles works constantly (beam) after triggered.


'''I d.k.h.t.c.t.2''' - try this: set '''I don't know how to call this''' on some weapon, then set this on that weapon too. You will see that once you press the shooting button, it keeps *shooting* (altough you can't see any particles coming) even after you release shooting button. You can't stop it. It keeps shooting until all ammo is drained. So, basically, it works like an automatic hold of the mouse button.
====particle adjustment====
When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location.  


P.S.: Someone please think off nice names for those two poor flags :))
Inside the 3D editor any object can serve as a helpful reference: pick one point of it and move it to the location from where the particle should be spawned. Copy the value into the xml file. (Caution: Mod Tool uses a comma as decimal mark, onisplit's xml files use a point.)
--[[User:Loser|Loser]] 07:52, 29 July 2007 (CEST)
----
----


==0xD8 - 0x1D7==
;FIRING MODES
Every ONWC has 2 firing mode slots (128 = 0x80 bytes each.)


The number of slots actually used by the weapon is specified at 0xCA.
==M3GM==
===0xD8 - 0x157===
===export===
;PRIMARY FIRING MODE
: ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni''
Offsets are given with respect to the start of the file.
: version hint:
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
:: onisplit v0.9.86.0 and v0.9.94.0 can not extract obj or dae (using this method)
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
:: onisplit v0.9.61.0 can extract M3GM only as obj
!Offset
:: onisplit v0.9.41.0 can extract M3GM as obj or dae
!Raw hex
!Value
!Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xD8
| BGCOLOR="#FFDDDD" | 00 00
| 0
| ALIGN=LEFT | unknown (1 for w9_scr)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xDA
| BGCOLOR="#FFDDDD" | 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xDC
| BGCOLOR="#64AAAA" | 23&nbsp;A6&nbsp;7F&nbsp;3F
| 0.998629
| ALIGN=LEFT | transform matrix XX
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xE0
| BGCOLOR="#64AAAA" | 05 6D 56 3D
| 0.052350
| ALIGN=LEFT | transform matrix XY
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xE4
| BGCOLOR="#64AAAA" | F4 8D A9 37
| 0.000020
| ALIGN=LEFT | transform matrix XZ
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xE8
| BGCOLOR="#64AAAA" | 05 6D 56 BD
| -0.052350
| ALIGN=LEFT | transform matrix YX
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xEC
| BGCOLOR="#64AAAA" | 23 A6 7F 3F
| 0.998629
| ALIGN=LEFT | transform matrix YY
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xF0
| BGCOLOR="#64AAAA" | D0 1D 0E B5
| -0.000001
| ALIGN=LEFT | transform matrix YZ
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xF4
| BGCOLOR="#64AAAA" | F4 8D A9 B7
| -0.000020
| ALIGN=LEFT | transform matrix ZX
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xF8
| BGCOLOR="#64AAAA" | D0 1D 0E B5
| -0.000001
| ALIGN=LEFT | transform matrix ZY
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0xFC
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | transform matrix ZZ
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x100
| BGCOLOR="#64AAAA" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | translation X; always zero for original weapons
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x104
| BGCOLOR="#64AAAA" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | translation Y; always zero for original weapons
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x108
| BGCOLOR="#64AAAA" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | translation Z; always zero for original weapons
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x10C
| BGCOLOR="#64AAAA" | 23 A6 7F 3F
| 0.998629
| ALIGN=LEFT | unknown; something with angle proportions between firingspread base's angles, the higher you set it the more it is taller than wider; can be seen with ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x110
| BGCOLOR="#64AAAA" | AE 6C 56 BD
| -0.052349
| ALIGN=LEFT | unknown; something with firingspread's aim in the "x,z plane". This value is forcing firingspread to aim more left or more right than weapon is aiming or to even aim firingspread backwards; can be seen with ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x114
| BGCOLOR="#64AAAA" | AF 8D A9 B7
| -0.000020
| ALIGN=LEFT | unknown; something with firingspread's aim in the "y plane". This value is forcing firingspread to aim more up or more down than weapon is aiming or to even aim firingspread backwards; can be seen with ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x118
| BGCOLOR="#64AAAA" | DC FE 08 3C
| 0.008362
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x11C
| BGCOLOR="#64AAAA" | 5C 11 23 3E
| 0.159246
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x120
| BGCOLOR="#64AAAA" | 39 C6 2A 3F
| 0.667087
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x124
| BGCOLOR="#64AAAA" | 00 00 61 44
| 900.000000
| ALIGN=LEFT | unknown; it is some angle. If this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too. If you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right. While running, AI stops shooting.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x128
| BGCOLOR="#64AAAA" | 00 00 20 41
| 10.000000
| ALIGN=LEFT | Max inaccurancy angle; sets max angle between weapon's aiming vector and target's position. When AI exceeds this angle(by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x12C
| BGCOLOR="#64AAAA" | 00 00 20 40
| 2.500000
| ALIGN=LEFT | unknown; always the same
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x130
| BGCOLOR="#64AAAA" | 00 00 96 43
| 300.000000
| ALIGN=LEFT | Weapon sound sphere radius. When somebody shoots, weapon creates this range. AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with ai2_showsounds=1 (but you have to be in a large open area, since those ranges are quite big)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x134
| BGCOLOR="#64AAAA" | 00 00 40 41
| 12.000000
| ALIGN=LEFT | Minimal shooting distance; When AI is closer then min.shot.dist., it will stop shooting and attempt to go  away from the target until it again reaches higher distance then min.shot.dist. is. You can see its effect when AI is operating SBG and you get too close.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x138
| BGCOLOR="#64AAAA" | 00 00 61 44
| 900.000000
| ALIGN=LEFT | Maximal shooting distance; When AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit. Then AI opens fire. You can see its effect when AI is far away and has w2_sap.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x13C
| BGCOLOR="#EBEBEB" | 05 00
| 5
| ALIGN=LEFT | unknown; always the same
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x13E
| BGCOLOR="#EBEBEB" | 01 00
| 1
| ALIGN=LEFT | weapon ID (used by [[OBD:ONCC#Shooting_skills_(0x15C_-_0x29)|AI shooting skills]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x140
| BGCOLOR="#EBEBEB" | 00 00 00 00
| 0
| ALIGN=LEFT | Fight timer, 240 for w4_psm, 200 for v6_vdg
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x144
| BGCOLOR="#8C8CCC" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown, something with grenades (150 for SBG, 160 for WMC)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x148
| BGCOLOR="#8C8CCC" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown, something with grenades (0.5 for SBG, 0.3 for WMC)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x14C
| BGCOLOR="#8C8CCC" | 00 00 34 43
| 180.000000
| ALIGN=LEFT | Length of firingspread which aims from weapon. When AI collides with this firingspread, it tries to dodge/hide of it. Can be seen by ai2_showfiringspreads=1  (180 for w1_tap, 150 for w2_sap, 120 for w4_psm)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x150
| BGCOLOR="#8C8CCC" | 00 00 40 40
| 3.000000
| ALIGN=LEFT | Lenght of the firingspread's base side. Can be seen by ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x154
| BGCOLOR="#8C8CCC" | 50 77 D6 3D
| 0.104719
| ALIGN=LEFT | angle between firingspread's base and its altitude(length). Can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap)
|}
;Transform matrix
:Probably defines the orientation, scaling and position of the firing spread. Didn't check.
----


===0x158 - 0x1D7===
===import===
;SECONDARY FIRING MODE
In your 3D editor the weapon must be positioned on XZ plane and pointing into +X (weapon rotation 0, 0, 0).
The only original weapon for which these fields are not all zero is '''w11_ba1'''.


They are the exact counterparts of the fields at 0xD8 - 0x157.
The center is located in 0, 0, 0 while the weapon grasp ends at approximate position: X=0,3 Y=# Z=-0,5 and X=0,8 Y=# Z=-0,5


Now you can create a M3GM file from the geometry.


----
----


==0x1D8 - 0x6D7==
====new method====
;PARTICLES
To import or exchange weapon geometry simply insert the M3GM's file name into ONWC's <Geometry> tag. For example:
Every ONWC has 16 particle slots (80 = 0x50 bytes each.)


The number of slots actually used by the weapon is specified at 0xCA.
<Geometry>M3GMw1_tap_new</Geometry>


Offsets are relative to the beginning of a slot.
Don't use file suffix .oni
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
!Offset
!Raw hex
!Value
!Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x00
| BGCOLOR="#FF00C8" | AE 6C 56 3D
| 0.052349
| ALIGN=LEFT | transformation matrix, xx term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x04
| BGCOLOR="#FF00C8" | 23 A6 7F 3F
| 0.998629
| ALIGN=LEFT | transformation matrix, xy term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x08
| BGCOLOR="#FF00C8" | C2 53 90 B3
| -6.720757e-8
| ALIGN=LEFT | transformation matrix, xz term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x0C
| BGCOLOR="#FF00C8" | 23 A6 7F 3F
| 0.998629
| ALIGN=LEFT | transformation matrix, yx term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x10
| BGCOLOR="#FF00C8" | AE 6C 56 BD
| -0.052349
| ALIGN=LEFT | transformation matrix, yy term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x14
| BGCOLOR="#FF00C8" | AF 8D A9 B7
| -0.000020
| ALIGN=LEFT | transformation matrix, yz term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x18
| BGCOLOR="#FF00C8" | BA 59 A9 B7
| -0.000020
| ALIGN=LEFT | transformation matrix, zx term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x1C
| BGCOLOR="#FF00C8" | 5B 02 85 35
| 0.000001
| ALIGN=LEFT | transformation matrix, zy term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x20
| BGCOLOR="#FF00C8" | 00 00 80 BF
| -1.000000
| ALIGN=LEFT | transformation matrix, zz term
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x24
| BGCOLOR="#FF00C8" | 6F 63 57 40
| 3.365444
| ALIGN=LEFT | x-offset of particle to weapon
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x28
| BGCOLOR="#FF00C8" | B3 1D 89 BC
| -0.016738
| ALIGN=LEFT | y-offset of particle to weapon
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x2C
| BGCOLOR="#FF00C8" | C5 C1 2A 3F
| 0.667019
| ALIGN=LEFT | z-offset of particle to weapon
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x30
| BGCOLOR="#F0F096" COLSPAN=2 | <TT>w1_tap_e01</TT>
| ALIGN=LEFT | weapon particle (06226-3RAPw1_tap_e01.BINA)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x40
| BGCOLOR="#00C864" | 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x42
| BGCOLOR="#00C864" | 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x44
| BGCOLOR="#00C864" | 01 00
| 1
| ALIGN=LEFT | ammo decrement (different for the 2 firing modes of '''w11_ba1''')
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x46
| BGCOLOR="#00C864" | 0C 00
| 12
| ALIGN=LEFT | delay between shots in frames (12 frames = 0.2 seconds)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x48
| BGCOLOR="#00C864" | 04 00
| 4
| ALIGN=LEFT | unknown (looks like another delay)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x4A
| BGCOLOR="#00C864" | 00 00
| 0
| ALIGN=LEFT | number in frames for active firing mode (1st frame for activate). Used for '''w4_psm''' and '''w11_ba1'''
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x4C
| BGCOLOR="#00C864" | 00 00
| 0
| ALIGN=LEFT | &nbsp;0 : particle is fired with '''fire1'''<br> &nbsp;1 : particle is fired with '''fire2'''<br>-1 : particle is triggered by other particles
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x4E
| BGCOLOR="#00C864" | 00 00
| 0
| ALIGN=LEFT | delay before firing
|}
;Transformation matrix
:That's what defines orientation, stretching, etc.
:See [[OBD:CRSA|CRSA]] for details.


File prefix M3GM can be absent from the name, it's optional here.


----
M3GM files can be created with [[Vago_(tool)|Vago]].
----


==0x6D8 - 0x71F==
When you convert the ONWC from xml back to oni be sure that the M3GM file is in the same folder.
;ENDING
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/onwc_e.gif
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
!Offset
!Raw hex
!Value
!Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x6D8
| BGCOLOR="#00C8FF" COLSPAN=2 | <TT>weapon _empty</TT>
| ALIGN=LEFT | empty weapon sound<BR>(08992-weapon_empty.grp.[[OBD:OSBD|OSBD]])<BR>(08993-weapon_empty.imp.[[OBD:OSBD|OSBD]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x6F8
| BGCOLOR="#C80040" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x6FC
| BGCOLOR="#FFCD96" | 01 '''81 0E''' 00
| 3713
| ALIGN=LEFT | link to 03713-w1_glow.[[OBD:TXMP|TXMP]]
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x700
| BGCOLOR="#FFCD96" | 01 '''82 0E''' 00
| 3714
| ALIGN=LEFT | link to 03714-w1_glow_ammo.[[OBD:TXMP|TXMP]]
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x704
| BGCOLOR="#C8C864" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | x-scale factor of glow textures
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x708
| BGCOLOR="#C8C864" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | z-scale factor of glow textures
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x70C
| BGCOLOR="#C8C864" | 76 65 EB 3F
| 1.839034
| ALIGN=LEFT | x-offset of pickup handle
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x710
| BGCOLOR="#C8C864" | 96 4C A9 3D
| 0.082666
| ALIGN=LEFT | y-offset of pickup handle
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x714
| BGCOLOR="#C8C864" | 06 E2 14 3E
| 0.145393
| ALIGN=LEFT | z-offset of pickup handle
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x718
| BGCOLOR="#C8C864" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | hovering height of unheld weapon
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x71C
| BGCOLOR="#0096C8" | AD DE
| dead
| ALIGN=LEFT | blank filler
|}
;Glow textures
:They're applied to the lower face of the M3GM's bounding box. The factors above are the ratio between the x/z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly.
;Pickup handle
:The tolerance is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!).
:This is a rather nasty "feature" (actually, the offsets ''should'' be relative to the weapon's orientation)
:The way it's now, the pickup volume of a WMC is not necessarily next to the handle. That's why it's hard to pick up.




----
====old method====
----
There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.
==Notes==


You can create M3GM meshes from obj files.
: ''onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj''
:: -tex is optional
:: The TXMP file must created separately (if needed).


----
Then you can convert the file to xml and replace the ONWC's old M3GM xml code (in case you didn't start from scratch).
----
{|align=center
![[OBD:Oni Binary Data|ONI BINARY DATA]]
|-
![[OBD:ONVL|ONVL]] << [[OBD:File types|Other file types]] >> [[OBD:OPge|OPge]]
|-
!ONWC : Oni Weapon Class
|}


Remember to change the links (#N) and instance IDs of the new data.


==a bit XML==
{{XML}}
<Flags>...</Flags>
  02 - NoHolster
  04 - UsesCells
  08 - TwoHanded
  10 - RecoilAffectsAiming
  20 - Automatic
  40 - 64
  80 - StunSwitcher
  01 - KnockdownSwitcher
  02 - Explosive
  04 - SecondaryFire
  08 - BarabbasWeapon
  10 - Heavy
  20 - AutoRelease
  40 - HasReleaseDelay
  80 - HasLaserSight
  02 - ScaleCrosshair
  08 - NoFade
  10 - DrainAmmo

Revision as of 05:58, 17 December 2015

ONWC : Oni Weapon Class
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ONVL << Other file types >> OPge

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general information

  • The xml code on this page is compatible with onisplit v0.9.61.0
  • vanilla ONWC files are stored at/inside
    • Edition/install/VanillaDats/level0_Final/level0_Final (AE v6)
    • AE/AEInstaller/vanilla/level0_Final.dat (AE v7)


file structure

ONWC
  | 
  +-- M3GM (embedded 3D mesh)
        |
        +-- PNTA <Points>
        +-- VCRA <VertexNormals>
        +-- VCRA <FaceNormals>
        +-- TXCA <TextureCoordinates>
        +-- IDXA <TriangleStrips>
        +-- IDXA <FaceNormalIndices>
        +-- TXMP <Texture> (link to external file)


ONWC: Oni Weapon Class

XML tag type description
<LaserSight> see HERE
<AmmoMeter> see HERE
<Geometry> link Weapon instance number (#N). For geometry import/exchange see HERE.
<Name> char[32] ONWCfile.oni (don't use file prefix/suffix)
<MouseSensitivity> float weapon mouse sensitivity (applies on AI, too)
<Recoil> see HERE
<RecoilAnimationType> link an recoil animation type
<ReloadAnimationType> link an reload animation type
<PauseAfterReload> int16 pause after reload in 1/60 seconds
<MaxShots> int16 amount of shots

Let's say a weapon has 4 emitters each with <UsedAmmo>1 and the weapon shall be able to fire 3 times. Then <MaxShots> has to be 12 = 4 * 1 * 3.

A mismatching <MaxShots> number creates an infinite ammunition bug.

<ParticleCount> int16 amount of particles
<FiringModeCount> int16 amount of used firing modes (max = 2 ?)
<PauseBeforeReload> int16 pause before reload in 1/60 seconds
<ReleaseDelay> int16 release delay; delay between the moment the trigger is released and the moment the weapon stops firing
<Flags> flag weapon options
NoHolster
UsesCells
TwoHanded
RecoilAffectsAiming
Without this flag there will be still recoil. In any case the recoil makes the aim go upwards.
If flag is set: the aiming will stay the same after firing the gun.
If flag isn't set: the upward movement stops earlier and when the fire ended the arm will fall to the previous aiming position. (w1_tap observation)
Automatic
StunSwitcher
if enemy is inside shooting distance (between min and max) and is knockdowned/stunned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
KnockdownSwitcher
if enemy is inside shooting distance (between min and max) and is knockdowned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
Explosive
SecondaryFire
BarabbasWeapon
if enemy is inside shooting distance (between min and max) and is knockdowned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
Heavy
AutoRelease
HasReleaseDelay
HasLaserSight
ScaleCrosshair
NoFade
DrainAmmo
<FiringModes> holds 2 <FiringModes> tags
<AIFiringMode> see HERE
<Particles> holds 16 <ONWCParticle> tags
<ONWCParticle> see HERE
<EmptyWeaponSound> link OSBDfile.imp.oni (don't use file prefix/suffix)
<Glow> link TXMPfile.oni (don't use file suffix)
<GlowAmmo> link TXMPfile.oni (don't use file suffix)
<GlowTextureScale> float x z scale factor of glow textures
<PickupHandleOffset> float x y z offset of pickup handle
<HoveringHeight> float hovering height of unheld weapon
Glow textures
They're applied to the lower face of the M3GM's bounding box. The factors above are the ratio between the x/z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly.
Pickup handle
The tolerance is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!).
This is a rather nasty "feature" (actually, the offsets should be relative to the weapon's orientation)
The way it's now, the pickup volume of a WMC is not necessarily next to the handle. That's why it's hard to pick up.


<LaserSight>

Crosshair
Default crosshair appears where the laser sight hits environment, corpses, etc
Locked crosshair appears when the laser sight hits characters (including the shooter)
"Tunnel" is used by w8_mbo as a complement to the crosshair
w2_sap, w5_sbg, w7_scc and w9_scr use it with no crosshair
XML tag type description
<Origin> float x y z
<Stiffness> float x-component of laser sight direction ?
<AdditionalAzimuth> float wikipedia:Azimuth
<AdditionalElevation> float wikipedia:Elevation
<LaserMaxLength> float maximal length of laser sight vector
<LaserColor> color laser sight color: B G R A
<NormalTexture> link crosshair texture: TXMPfile.oni (don't use file suffix)
<NormalColor> color crosshair background color: B G R A
<NormalScale> float crosshair scale factor
<LockedTexture> link locked crosshair texture: TXMPfile.oni (don't use file suffix)
<LockedColor> color locked crosshair background color: B G R A
<LockedScale> float locked crosshair scale factor
<TunnelTexture> link tunnel texture
<TunnelColor> color tunnel background color: R G B A
<TunnelScale> float tunnel scale factor
<TunnelCount> int32 number of tunnel textures
<TunnelSpacing> float spacing of tunnel textures


<AmmoMeter>

XML tag type description
<Icon> link TXMPfile.oni (don't use file suffix)
<Empty> link TXMPfile.oni (don't use file suffix)
<Fill> link TXMPfile.oni (don't use file suffix)


<Recoil>

XML tag type description
<Base> float recoil base (e.g. for w1_tap and w2_sap)
<Max> float recoil max
<Factor> float recoil factor
<ReturnSpeed> float recoil return speed
<FiringReturnSpeed> float recoil firing return speed


<AIFiringMode>

w11_ba1 is the only original weapon that use also the second firing mode.

Transform matrix
Probably defines the orientation, scaling and position of the firing spread. It doesn't appear to be used.
XML tag type description
<Flags> flag NoWildShots
<InverseDirection> matrix4x3 targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction
<Direction> vector3 targeting direction; sets orientation of firingspread
<Origin> vector3 targeting origin; sets deviation of A.I.'s aim from target's origin (target's origin + this vector = direction where to aim and fire)
<PredictionSpeed> float prediction speed; numeric speed of the projectile A.I. prediction takes into account when calculating where to fire in order to hit moving target
<MaxInaccuracyAngle> float max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting
<AimRadius> float aim_radius; always the same; possible related to the inaccuracy angle above
<AISoundRadius> float weapon sound sphere radius; defines radius of the A.I. sound sphere (gunfire type, see HERE about A.I. sound spheres) which is created for a short moment when this weapon is fired
<MinShootingDistance> float minimal shooting distance; if target is closer than min.shoot.dist then A.I. ceases fire and moves away from the target till at least min.shoot.dis. is achieved; diameter, not a radius, so effective distance from A.I. to target is half of this value
<MaxShootingDistance> float maximal shooting distance; if target is further than max.shoot.dist then A.I. ceases fire and moves towards the target until at least max.shoot.dis. is achieved
<MaxStartleMisses> float maximum startle misses; probably the maximum number of shots an AI can miss when surprised before he starts aiming
<SkillIndex> int16 ONCC skill index
<FightTimer> int32 fight timer, 240 for w4_psm, 200 for v6_vdg
<ProjectileSpeed> float ballistic projectile speed (150 for SBG, 160 for WMC)
<ProjectileGravity> float ballistic projectile gravity, can be negative for firing at the enemy's feet (0.5 for SBG, 0.3 for WMC)
<FireSpreadLength> float length of a firingspread; A.I. can utilize gunfire dodge mechanics when it collides with some firingspread (read HERE); can be seen by *ai2_showfiringspreads=1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm)
<FireSpreadWidth> float length of the firingspread's base; can be seen by ai2_showfiringspreads=1
<FireSpreadSkew> float firingspread's skew; can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap)
Fire spread

Note that the dodging fire spread set here is entirely separate from the weapon's actual fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the PAR3 Emitters section). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.


<ONWCParticle>

Transformation matrix
That's what defines orientation, stretching, etc.
See CRSA for details.
XML tag type description
<Transform> matrix4x3 transformation matrix xx xy xz yx yy yz zx zy zz + x y z offset of particle to weapon
<ParticleClass> link BINA3RAPfile.oni (don't use file prefix/suffix)
<UsedAmmo> int16 ammo decrement (different for the 2 firing modes of w11_ba1)
<ShotDelay> int16 normal delay between shots in frames
<RoughJusticeShotDelay> int16 'roughjustice' delay between shots in frames
<ActiveFrames> int16 number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1
<TriggeredBy> int16
0 (particle is triggered by fire1)
1 (particle is triggered by fire2)
-1 (particle is triggered by both firing modes)
<DelayBeforeFiring> int16 delay before firing


particle adjustment

When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location.

Inside the 3D editor any object can serve as a helpful reference: pick one point of it and move it to the location from where the particle should be spawned. Copy the value into the xml file. (Caution: Mod Tool uses a comma as decimal mark, onisplit's xml files use a point.)


M3GM

export

onisplit -extract:obj output_folder input_folder\ONWCfile.oni
version hint:
onisplit v0.9.86.0 and v0.9.94.0 can not extract obj or dae (using this method)
onisplit v0.9.61.0 can extract M3GM only as obj
onisplit v0.9.41.0 can extract M3GM as obj or dae

import

In your 3D editor the weapon must be positioned on XZ plane and pointing into +X (weapon rotation 0, 0, 0).

The center is located in 0, 0, 0 while the weapon grasp ends at approximate position: X=0,3 Y=# Z=-0,5 and X=0,8 Y=# Z=-0,5

Now you can create a M3GM file from the geometry.


new method

To import or exchange weapon geometry simply insert the M3GM's file name into ONWC's <Geometry> tag. For example:

<Geometry>M3GMw1_tap_new</Geometry>

Don't use file suffix .oni

File prefix M3GM can be absent from the name, it's optional here.

M3GM files can be created with Vago.

When you convert the ONWC from xml back to oni be sure that the M3GM file is in the same folder.


old method

There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.

You can create M3GM meshes from obj files.

onisplit -create:m3gm output_folder -tex:weapon_tex input_folder/weapon.obj
-tex is optional
The TXMP file must created separately (if needed).

Then you can convert the file to xml and replace the ONWC's old M3GM xml code (in case you didn't start from scratch).

Remember to change the links (#N) and instance IDs of the new data.