XML:TRIG

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Template:XMLModdingHints

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

general information

  • TRIG files are stored globally (in edition/GameDataFolder/level0_Final)
  • TRIG files are intended to hold the rail geometry but <BaseGeometry> (M3GM) isn't used in sole BINACJBOTrigger import, the trigger rail is part of the AKEV level geometry


file structure

TRIG
  | 
  +-- M3GM <BaseGeometry> (not used in sole BINACJBOTrigger import, trigger rails must be part of the AKEV level geometry)
        |
        +-- PNTA <Points>
        +-- VCRA <VertexNormals>
        +-- VCRA <FaceNormals>
        +-- TXCA <TextureCoordinates>
        +-- IDXA <TriangleStrips>
        +-- IDXA <FaceNormalIndices>
        +-- TXMP <Texture> (link to external file)


XML tags

TRIG

<Color> color32 R G B A (ignored; was trigger color)
<TimeOn> int32 laser is on for a number of frames (overruled by BINACJBOTrigger ?)
<TimeOff> int32 laser is on for a number of frames (overruled by BINACJBOTrigger ?)
<StartOffset> ? ?
<AnimScale> int32 ?
<BaseGeometry> link M3GM instance number (#N)
<BaseGunkFlags> flag ?
<Emitter> char[32] ? TRGEfile.oni
<Animation> char[32] ? OBANfile.oni
<ActiveSound> char[32] OSBDfile.amb.oni
<TriggerSound> char[32] OSBDfile.imp.oni


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 obj files. OniSplit v0.9.61.0 refuse to create a single M3GM. Instead, use OniSplit v0.9.41.0

Then you can convert the file to xml and replace the TRIG's old M3GM xml code.

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