XML:Basic tutorial: Difference between revisions

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===OBJC===
===OBJC===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
<!-- |'''[[OBD:AKEV|AKEV]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]]
:Akira Environment. You can take a look into it but it's not recommended to tweak this by hand at all.
Akira Environment. You can take a look into it but it's not recommended to tweak this by hand. Instead edit the AKEV as dae file in a 3D editor like Mod Tool.
|- -->
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/CHAR|CHAR]]''' [[Image:Aqua Dot-Yellow.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/CHAR|CHAR]]''' [[Image:Aqua Dot-Yellow.png]]
: List of characters in a specific level. There you can setup their position, script name, weapon, ammunition, items, team, combat, melee id, etc..
: List of characters in a specific level. There you can setup their position, script name, weapon, ammunition, items, team, combat, melee id, etc..
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/CONS|CONS]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/CONS|CONS]]''' [[Image:Aqua Dot-Green.png]]
: List of consoles in a specific level. There you can setup their position, script name (Id), screen images, and script functions. Basically they are used to open doors.
: List of consoles in a specific level. There you can setup their position, script name (Id), screen images, and script functions. Basically they are used to open doors.
|-
|-
|'''BINA/OBCJ/[[OBD:BINA/OBJC/CMBT|CMBT]]''' [[Image:Aqua Dot-Red.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/CMBT|CMBT]]''' [[Image:Aqua Dot-Red.png]]
: List of combat profiles for global use. There you can set AI's conditions for hand-to-hand, weapon combat, and retreat - in dependence of distances and enemy's counterattack.
: List of combat profiles for global use. There you can set AI's conditions for hand-to-hand, weapon combat, and retreat - in dependence of distances and enemy's counterattack.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]]
: List of doors in a specific level. There you write conditions when a door opens (or not), and what events are triggered by a character who come passes/comes near the door.
: List of doors in a specific level. There you write conditions when a door opens (or not), and what events are triggered by a character who come passes/comes near the door.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/FLAG|FLAG]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/FLAG|FLAG]]''' [[Image:Aqua Dot-Green.png]]
: List of flags in a specific level. There you can setup their position. They are used by script commands and patrol paths.
: List of flags in a specific level. There you can setup their position. They are used by script commands and patrol paths.
|-
|-
|'''BINA/OBCJ/[[OBD:BINA/OBJC/FURN|FURN]]''' [[Image:Aqua Dot-Red.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/FURN|FURN]]''' [[Image:Aqua Dot-Red.png]]
: List of furniture in a specific level. This file type can be useful to import level objects.
: List of furniture in a specific level. This file type can be useful to import level objects.
|-
|-
|'''BINA/OBCJ/[[OBD:BINA/OBJC/MELE|MELE]]''' [[Image:Aqua Dot-Red.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/MELE|MELE]]''' [[Image:Aqua Dot-Red.png]]
: List of melee profiles for global use. It means how the AI use it's combat moves.
: List of melee profiles for global use. It means how the AI use it's combat moves.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/NEUT|NEUT]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/NEUT|NEUT]]''' [[Image:Aqua Dot-Green.png]]
: List of neutral behaviors in a specific level. Every character has melee, combat and netral behavior Id. It determines whether a non-player character (NPC) talks to you or not, this includes also rewards you could get from such characters.
: List of neutral behaviors in a specific level. Every character has melee, combat and netral behavior Id. It determines whether a non-player character (NPC) talks to you or not, this includes also rewards you could get from such characters.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/PART|PART]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/PART|PART]]''' [[Image:Aqua Dot-Green.png]]
: List of particle in a specific level. There you can setup their position, script name and scaling.
: List of particle in a specific level. There you can setup their position, script name and scaling.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/PATR|PATR]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/PATR|PATR]]''' [[Image:Aqua Dot-Green.png]]
: List of patrol paths in a specific level. A patrol path has an Id which is used by CHAR and script command "ai2_dopath".
: List of patrol paths in a specific level. A patrol path has an Id which is used by CHAR and script command "ai2_dopath".
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/PWRU|PWRU]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/PWRU|PWRU]]''' [[Image:Aqua Dot-Green.png]]
: List of powerups (items, e.g. hyposprays) in a specific level which are spawned at level load. There you can setup their position.
: List of powerups (items, e.g. hyposprays) in a specific level which are spawned at level load. There you can setup their position.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:SNDD#BINACJBOSound.xml|SNDG]]''' [[Image:Aqua Dot-Yellow.png]]
|'''BINA/OBCJ/[[XML:SNDD#BINACJBOSound.xml|SNDG]]''' [[Image:Aqua Dot-Yellow.png]]
: List of sound "groups" (spheres) in a specific level. It used to create sound spheres. Come near a machine and you might hear a sound, that's because of SNDG.
: List of sound "groups" (spheres) in a specific level. It used to create sound spheres. Come near a machine and you might hear a sound, that's because of SNDG.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/TRGV|TRGV]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/TRGV|TRGV]]''' [[Image:Aqua Dot-Green.png]]
: List of trigger volumes in a specific level. They are invisible areas which trigger script functions, this depends on character's team Id.
: List of trigger volumes in a specific level. They are invisible areas which trigger script functions, this depends on character's team Id.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/TRIG|TRIG]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/TRIG|TRIG]]''' [[Image:Aqua Dot-Green.png]]
: List of laser triggers in a specific level. There exist several forms and can trigger not only script functions.
: List of laser triggers in a specific level. There exist several forms and can trigger not only script functions.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/TURR|TURR]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/TURR|TURR]]''' [[Image:Aqua Dot-Green.png]]
: List of turrets in a specific level. Not that their pods are part of the level geometry. Spawn one additional and it might be located somewhere in the air. Basicly you can setup their head's position, the weapon inside the turrent head, and the team Id which is the target.
: List of turrets in a specific level. Not that their pods are part of the level geometry. Spawn one additional and it might be located somewhere in the air. Basicly you can setup their head's position, the weapon inside the turrent head, and the team Id which is the target.
|-
|-
|'''BINA/OBCJ/[[OBD_talk:BINA/OBJC/WEAP|WEAP]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/OBCJ/[[XML:BINA/OBJC/WEAP|WEAP]]''' [[Image:Aqua Dot-Green.png]]
: List of weapons in a specific level which are spawned at level load. Actually only the position of them is set there.
: List of weapons in a specific level which are spawned at level load. Actually only the position of them is set there.
|}
|}
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===BINA===
===BINA===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|'''BINA/[[OBD_talk:BINA/ONIE|ONIE]]''' [[Image:Aqua Dot-Yellow.png]]
|'''BINA/[[XML:BINA/ONIE|ONIE]]''' [[Image:Aqua Dot-Yellow.png]]
: ONIE is a list of all impacts effects which can happen in the game. That includes weapon particle, hand-to-hand combat and movements. The impact effects depends on source type and the material which is hit.
: ONIE is a list of all impacts effects which can happen in the game. That includes weapon particle, hand-to-hand combat and movements. The impact effects depends on source type and the material which is hit.
|-
|-
|'''BINA/[[OBD_talk:BINA/PAR3#XML_section|PAR3]]''' [[Image:Aqua Dot-Yellow.png]]
|'''BINA/[[XML:BINA/PAR3#XML_section|PAR3]]''' [[Image:Aqua Dot-Yellow.png]]
: 3D particle, also known as 3RAP and PART files. Particle are used as weapon's damage doer, decals and light effects.
: 3D particle, also known as 3RAP and PART files. Particle are used as weapon's damage doer, decals and light effects.
|-
|-
|'''BINA/[[OBD_talk:BINA/TMBD|TMBD]]''' [[Image:Aqua Dot-Green.png]]
|'''BINA/[[XML:BINA/SABD|SABD]]''' [[Image:Aqua Dot-Red.png]]
: Sound Animations Binary Data.
|-
|'''BINA/[[XML:BINA/TMBD|TMBD]]''' [[Image:Aqua Dot-Green.png]]
: TMBD is a list of all materials in the game which groups texture map under them. That way environment gets materials which are used by ONIE.
: TMBD is a list of all materials in the game which groups texture map under them. That way environment gets materials which are used by ONIE.
|}
|}
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===Others===
===Others===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|'''[[OBD:CONS|CONS]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:CONS|CONS]]''' [[Image:Aqua Dot-Red.png]]
: Console. You can write there user's position and facing and also the screen images.
: Console class.
|-
|-
|'''[[OBD_talk:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]]
: Diary page. You what to write a page for a new level or alternative story then there you go.
: Diary page. You what to write a page for a new level or alternative story then there you go.
|-
|-
|'''[[OBD_talk:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]]
: Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^
: Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^
|-
|-
|'''[[OBD:HPge|HPge]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:HPge|HPge]]''' [[Image:Aqua Dot-Red.png]]
: Help page.
: Help page.
|-
|-
|'''[[OBD:IGHH|IGHH]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:IGHH|IGHH]]''' [[Image:Aqua Dot-Red.png]]
: In-game HUD. That's your health bar, compass, etc..
: In-game HUD. That's your health bar, compass, etc..
|-
|-
|'''[[OBD_talk:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]]
: Item page. If you have created a new item then there you can describe it, give warnings, whatever.
: Item page. If you have created a new item then there you can describe it, give warnings, whatever.
|-
|-
|'''[[OBD_talk:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]]
: Impact. This file is used to build up the hierarchy of impacts. See [[OBD_talk:BINA/ONIE|ONIE]] for more information.
: Impact. This file is used to build up the hierarchy of impacts. See [[XML:BINA/ONIE|ONIE]] for more information.
|-
|-
|'''[[OBD:M3GM|M3GM]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Red.png]]
:Geometry. Some of these 3D objects are used by OBANs and PAR3 files.
:Geometry. Some of these 3D objects are used by OBANs and PAR3 files.
|-
|-
|'''[[OBD_talk:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]]
: Material. This file is used to build up the hierarchy of materials. See [[OBD_talk:BINA/ONIE|ONIE]] for more information.
: Material. This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|ONIE]] for more information.
|-
|-
|'''[[OBD_talk:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]]
:Object Animation. Yes, used by objects but also for moving characters and cutsceen cams.
:Object Animation. Yes, used by objects but also for moving characters and cutsceen cams.
|-
|-
|'''[[OBD_talk:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]]
|'''[[XML:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]]
: Character class. It contains weapon skills, behavior Ids, view radius, jump power, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
: Character class. It contains weapon skills, behavior Ids, view radius, jump power, 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).
: The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).
|-
|-
|'''[[OBD_talk:ONCV|ONCV]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:ONCV|ONCV]]''' [[Image:Aqua Dot-Green.png]]
: Character variant. 1) It's used to build up the hierarchy of randomness pools. Some characters with different appearance can form a pool for randomness. A flag in CHAR determinze if a character use one of these pools. 2) It can be also used to upgrade characters on difficult level hard - enabled by a flag in CHAR.
: Character variant. 1) It's used to build up the hierarchy of randomness pools. Some characters with different appearance can form a pool for randomness. A flag in CHAR determinze if a character use one of these pools. 2) It can be also used to upgrade characters on difficult level hard - enabled by a flag in CHAR.
|-
|-
|'''[[OBD_talk:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]]
: Game settings. There you can modify the values of the health bar, hypospray strength, game difficult setting, at what distance item glow is displayed, and autoprompts (text message when picking up a new kind of item).
: Game settings. There you can modify the values of the health bar, hypospray strength, game difficult setting, at what distance item glow is displayed, and autoprompts (text message when picking up a new kind of item).
|-
|-
|'''[[OBD_talk:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]]
|'''[[XML:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]]
: Level descriptor. In other words it is the level name in the save game menu.
: Level descriptor. In other words it is the level name in the save game menu.
|-
|-
|'''[[OBD_talk:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]]
|'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]]
:Oni Game Level. Holds among other things: BSL folder name (<Name>), AKEV (Akira Environment) link, ONSK (Oni sky) link, and a link to AISA (AI Character Setup Array which is a bit obsolent because of [[OBD_talk:BINA/OBJC/CHAR|CHAR]]).
:Oni Game Level. Holds among other things: BSL folder name (<Name>), AKEV (Akira Environment) link, ONSK (Oni sky) link, and a link to AISA (AI Character Setup Array which is a bit obsolent because of [[XML:BINA/OBJC/CHAR|CHAR]]).
|-
|-
|'''[[OBD:ONSK|ONSK]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:ONSK|ONSK]]''' [[Image:Aqua Dot-Red.png]]
: Sky. It's designed as a box so you will need five images: for top, north, east, south and west. The bottom has no image.
: Sky. It's designed as a box so you will need five images: for top, north, east, south and west. The bottom has no image.
|-
|-
|'''[[OBD_talk:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]]
: Variant list of characters. It's used for randomize characters' appearance.
: Variant list of characters. It's used for randomize characters' appearance.
|-
|-
|'''[[OBD_talk:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]]
: Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures.
: Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures.
|-
|-
|'''[[OBD_talk:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]]
: Objective page. That's the place where you can write the objective for a new or modified level.
: Objective page. That's the place where you can write the objective for a new or modified level.
|-
|-
|'''[[OBD_talk:SNDD#OSBD_information|OSBD]] [[Image:Aqua Dot-Yellow.png]]
|'''[[XML:SNDD#OSBD_information|OSBD]] [[Image:Aqua Dot-Yellow.png]]
:Oni Sound Binary Data. They determine how (SNDD) sound files get played.
:Oni Sound Binary Data. They determine how (SNDD) sound files get played.
|-
|-
|'''[[OBD_talk:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]]
: Part specification. Oni can decorate a page (OPge, TxtC, maybe other too) with images from one source. You write  coordinates there which means these parts.
: Part specification. Oni can decorate a page (OPge, TxtC, maybe other too) with images from one source. You write  coordinates there which means these parts.
|-
|-
|'''[[OBD:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]]
: Part specification list.
: Part specification list.
|-
|-
|'''[[OBD:PSUI|PSUI]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:PSUI|PSUI]]''' [[Image:Aqua Dot-Red.png]]
: Part Specifications UI (User Interface).
: Part Specifications UI (User Interface).
|-
|-
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: Subtitle Array. Those SUBT files can't be extracted as xml but txt. SUBT has a link so you are simply aware of it.
: Subtitle Array. Those SUBT files can't be extracted as xml but txt. SUBT has a link so you are simply aware of it.
|-
|-
|'''[[OBD_talk:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]]
: Animation collection. Every character can move and fight thanks to a collection.
: Animation collection. Every character can move and fight thanks to a collection.
|-
|-
|'''[[OBD_talk:TRAM#list_of_tags.2C_types.2C_and_flags|TRAM]]''' [[Image:Aqua Dot-Yellow.png]]
|'''[[XML:TRAM#list_of_tags.2C_types.2C_and_flags|TRAM]]''' [[Image:Aqua Dot-Yellow.png]]
: Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particle and so on you need to edit the xml file afterwards or you create [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor xml] before.
: Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particle and so on you need to edit the xml file afterwards or you create [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor xml] before.
|-
|-
|'''[[OBD_talk:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]]
| '''[[XML:TRAS|TRAS]]''' [[Image:Aqua Dot-Red.png]]
: Totoro Aiming Screen. Used for make characters aim with weapons.
|-
|'''[[XML:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]]
: Totoro Body Set, in other words the 3d model of a character. ONCC (character class) files links to TRBS. The 3d data itself will be exported/imported as dae files.
: Totoro Body Set, in other words the 3d model of a character. ONCC (character class) files links to TRBS. The 3d data itself will be exported/imported as dae files.
|-
|-
|'''[[OBD_talk:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]]
: Laser trigger emitter. This file type holds the 3D model and it's coordinates. Used by TRIG.
: Laser trigger emitter. This file type holds the 3D model and it's coordinates. Used by TRIG.
|-
|-
|'''[[OBD_talk:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]]
: Character's texture map array. Every [[OBD:TRIA#Bones|body part]] is covered by textures. This file type holds links to those textures.
: Character's texture map array. Every [[XML:TRIA#Bones|body part]] is covered by textures. This file type holds links to those textures.
|-
|-
|'''[[OBD:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]]
:Screen (Aiming) Collection. Used for make characters aim with weapons.
:Totoro Aiming Screen Collection. Used for make characters aim with weapons.
|-
|-
|'''[[OBD_talk:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]]
: Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images.
: Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images.
|-
|-
|'''[[OBD_talk:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]]
: Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.)
: Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.)
|-
|-
|'''[[OBD_talk:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]]
: Console text. Each time you access a console you get a text page. That's TxtC.
: Console text. Each time you access a console you get a text page. That's TxtC.
|-
|-
|'''[[OBD:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]]
: Window menu cursor list. Mouse pointer(s).
: Window menu cursor list. Mouse pointer(s).
|-
|-
|'''[[OBD_talk:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]]
|'''[[XML:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]]
: Window Menu Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
: Window Menu Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
|-
|-
|'''[[OBD:WMM|WMM]]''' [[Image:Aqua Dot-Red.png]]
|'''[[XML:WMM|WMM]]''' [[Image:Aqua Dot-Red.png]]
: Window menu menu.
: Window menu menu.
|-
|-
|'''[[OBD_talk:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]]
|'''[[Xml:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]]
: Weapon page. That's the place where you can write descriptions page about a specific weapon.
: Weapon page. That's the place where you can write descriptions page about a specific weapon.
|}
|}
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