XML:TRGE

From OniGalore
Revision as of 17:53, 13 April 2012 by Paradox-01 (talk | contribs)
Jump to navigation Jump to search

Template:XMLModdingHints

The xml code on this page is compatible with onisplit v0.9.61.0

general information

  • TRGE is stored globally (in edition/GameDataFolder/level0_Final)
  • vanilla Oni has only one file of that type: TRGEtrigger_emitter_0
  • the game crashs if you try to put a TRGEtrigger_emitter_0 clone into an AE package
  • choose a another file name if you want a different TRGE, then create a new TRIG and use your TRGE in the <Emitter> tag, finally modify <Class> tag of BINACJBOTrigger


file structure

TRGE
  | 
  +-- M3GE
        |
        +-- PNTA <Points>
        +-- VCRA <VertexNormals>
        +-- VCRA <FaceNormals>
        +-- TXCA <TextureCoordinates>
        +-- IDXA <TriangleStrips>
        +-- IDXA <FaceNormalIndices>
        +-- TXMP <Texture> (link to external file)
testing replaced mesh
(screamer warhead)
changed_TRGE_mesh_tn.png


XML tags

TRGE
<Position> - x y z position of the emitter in connection to the M3GM
<Direction> - x y z value of the normal vector of the emitter
<Geometry> - link to baked in M3GM instance
<GunkFlags> - ?
M3GM
Are there 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 dae/obj source and then convert it to xml.
Then you can replace old M3GM xml code with your new one.
Remember to change the links (#N) and instance IDs of the new data.