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  • ...FC8C8| | not used | sound name (link to an [[OBD:OSBD|OSBD]] file) }} ...int16 |FFC800| 03 00 | 3 | AI sound type; the following types are possible:
    5 KB (688 words) - 23:45, 8 December 2023
  • |+File properties of examined Japanese Oni (Windows) ...n '''bold''' and '''''bold italic''''', respectively. Significantly larger file sizes (level0_Final.dat) have been <u>underlined</u>.
    17 KB (2,618 words) - 22:42, 5 December 2023
  • ...wing example is the raw/separate file part of '''3RAPenv_bomb_e06.BINA''' (level 0). (Another example: http://ssg.oni2.net/oni_b_3e.htm ) :0x'''60''' 00 00 00 - disable level mask (2 bits, 0x00 - never disable, 0x40 - disable medium detail, 0x60 - di
    25 KB (3,313 words) - 23:44, 8 December 2023
  • ==File structure== ==List of tags, types, and flags==
    29 KB (3,992 words) - 18:06, 9 October 2023
  • ...ource code, which would be the simplest and quickest way to "give away the file format". ...[[BSL]], they produced scripts that at first merely modified the original level logic in minor ways. Then they produced more original, often epic fight scr
    17 KB (2,865 words) - 19:12, 9 November 2023
  • Oni's level scripts are written in {{Hover|BFW|text=BungieFrameWork, the underlying lay ...less of which .bsl file it is found in (Oni's scripts always place it in a file ending in "_main.bsl"). The code then flows through whichever functions are
    37 KB (6,040 words) - 03:58, 14 December 2023
  • ...ic (not unlike PS2 TXMPs which rely on color palettes stored in additional level#_palette.pal files). The below example was taken from Mac Oni. In PC demo the file would look the same, except for possibly different res_id (at 0x00) and sma
    40 KB (6,305 words) - 14:04, 6 January 2024
  • ...m-compatible video codec is MPEG-4/H.264, which is usually saved in a .mp4 file. Some video capture software has a tendency to save .flv files, which will ...ni plays the Main Menu music, the Desktop Audio meter shows an appropriate level of volume for its input.]]
    17 KB (2,805 words) - 15:56, 4 February 2024
  • | TXMPfile<font color="#777777">.oni (file suffix not used)</font> Distances from camera used to choose which [[XML:TRBS|LOD]] (level of detail) to use for a character model. The numbers are stored as squares
    33 KB (4,606 words) - 02:34, 26 October 2023
  • They will be saved as .uasset in the folder you dropped the original file. It's not a level splash screen. It's shown when the game starts. In 600 x 200 pixel.
    15 KB (2,391 words) - 20:39, 23 June 2020
  • :* Supports alternate style for physics.xml (file included). :* Adds support for adding corpses. In a section of the master.xml file, add the generated corpses.xml. Sample corpses.xml included.
    42 KB (6,309 words) - 20:13, 26 June 2022
  • Night-time level with Daodan-powered night vision The Wilderness (break down into types)
    13 KB (1,818 words) - 18:51, 19 May 2024
  • {{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 06 | 0 | level 3 }} ...hurt sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }}
    27 KB (3,548 words) - 19:08, 29 February 2024
  • {{OBDtr| 0x04 | int32 |FFFFC8| 76 02 00 00 | 630 | old file ID }} ...| character class name (reference to a ninja_easy_1.[[OBD:ONCC|ONCC]] file) }}
    14 KB (2,187 words) - 21:36, 11 March 2024
  • ...TRCOMrun_thw_fw_p(l) routing to Thrown5 and Thrown6 shows that Thrown anim types might be used however we like. A src-tgt-anim-type-pairing might be simply ...builds a pool of anims a character can use. They are loaded from the TRAC file registered in [[ONCC]], including parent TRACs.
    60 KB (8,825 words) - 19:01, 29 February 2024
  • ...ratch. See [[Modifying an existing level]] if you want to change a vanilla level in the game.}} ==Level releases and resources==
    62 KB (8,990 words) - 21:32, 12 May 2024
  • :If an AI has to travel through the level by pathfinding, then a "mark" is set at the final destination and the "char ...the character is inside the AKVA volume). More detailed info about various types of pathfinding grid tiles and their effects on pathfinding can be found [[O
    83 KB (14,177 words) - 19:32, 29 February 2024
  • ...f Daodan cells depend on taken damage and recovery that happen in the last level. * two levels (to test normal level load routine and level streaming [https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LevelStr
    53 KB (8,102 words) - 14:47, 24 March 2024
  • ...delled toilets...very impresisve!). We basically had to go back into every level of the game and completely rip it apart to support the gameplay we were goi ...remember that there was discussion at one point about the fact that every level started to get the bluish tint because they were all "high-tech". Perhaps t
    33 KB (5,302 words) - 20:15, 19 December 2023
  • ...g to do now is create a new OBAN from scratch. Make an OBANshpadoinkle.xml file looking like this: ...rpendicular camera view to the ground/sky). You can actually achieve these types of cameras using the following commands:
    17 KB (2,202 words) - 16:06, 10 March 2021
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