AISA
- AI Spawn Array. This file type was probably in the process of being replaced by BINA/CJBO/CHAR when Oni shipped, but AISA is still used for a few cutscene characters.
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AKEV
- Akira Environment. It's the 3D level model. The AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like Mod Tool.
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CONS
- Console class.
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DOOR
- Door class.
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DPge
- Diary page.
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FILM
- A record of a character's movements, created by a developer recording his gameplay and played back in cutscenes to make an AI perform complex actions. During playback, AIs have no AI. ^_^
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HPge
- Help page.
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IGHH
- In-game HUD; your health bar, compass, etc.
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Impt
- Impact. This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
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IPge
- Item page. If you have created a new item, you can describe it here.
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M3GM
- Geometry. Some of these 3D objects are used by OBANs and PAR3s.
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Mtrl
- Material. This file is used to build up the hierarchy of materials. See BINA/ONIE for more information.
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OBAN
- Object Animation. Yes, used by objects but also for moving characters and cutscene cameras.
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OFGA
- Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. get imported by their object collections. See ONLV for more information.)
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ONCC
- Oni Character Class. Here a type of character (Konoko, Strikers, etc.) is assigned their weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
- The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).
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ONCV
- Character variant. 1) It's used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variance in appearance. A flag in a CHAR determines which ONCV the character falls under. 2) It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.
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ONGS
- Game settings (global). There you can modify the game's health bar, hypo spray strength, game difficulty, autoprompts (text messages when picking up a new kind of item), etc.
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ONLD
- Level descriptor. The level name on the Load Game screen.
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ONLV
- Oni Level. Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.
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ONSK
- Sky. It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.
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ONVL
- Variant list of characters. It's used to randomize characters' appearances.
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ONWC
- Weapon class. Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).
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OPge
- Objective page. This is the source of the text that appears in the Objective tab of the Pause screen.
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OSBD
- Oni Sound Binary Data. They determine how sounds (SNDD) get played.
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PSpc
- Part Specification. Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.
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PSpL
- Part specification list.
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PSUI
- Part Specifications UI (User Interface).
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StNA
- StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.
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SUBT
- Subtitle Array. This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.
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TRAC
- Totoro Animation collection. Used to build a hierarchy of moves (TRAM) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.
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TRAM
- Totoro Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particles, and so on, you need to edit the XML file afterwards, or create a precursor XML beforehand.
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TRAS
- Totoro Aiming Screen. Used for make characters aim with weapons.
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TRBS
- Totoro Body Set, in other words the 3D model of a character. Character classes (ONCC) link to TRBS. The 3D data itself will be exported/imported as Collada (.dae) files.
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TRGE
- Trigger Emitter class. This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.
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TRIG
- (Laser) Trigger class.
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TRMA
- Texture Map Array. Every body part of a character is covered by a texture. This file type holds the links to those textures.
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TRSC
- Totoro Aiming Screen Collection. Used for make characters aim with weapons.
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TXMB
- Texture Map (Big). A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.
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TXMP
- Texture Map. Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).
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TxtC
- Text (Console).
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WMCL
- Window Manager Cursor List. Mouse pointer(s).
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WMDD
- Window Manager Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
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WMM
- Window Manager Menu.
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WPge
- Weapon Page. This is the source for the text and images that appear in the Weapons tab of the pause screen.
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