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| ==Others== | | ==Others== |
| {|class="wikitable" width="100%" | | {|width="100%" style="border-style:solid; background-color:#F9F9F9; border:1px solid #AAA" |
| | '''[[XML:AISA|AISA]]''' [[Image:Aqua Dot-Green.png]] | | !width="100px" align="left"|Tag |
| : AI Spawn Array. This file type was probably in the process of being replaced by BINA/CJBO/[[#goto_CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters.
| | !width="250px" align="left"|Name |
| |- | | !width="50px" align="left"|Docs |
| |'''[[XML:ONLV|AKEV]]''' [[Image:Aqua Dot-Yellow.png]] | | !width="200px" align="left"|File |
| : 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]].
| | !align="left"|Loc. |
| |- | | {{XMLtype|AISA| |
| |'''[[XML:CONS|CONS]]''' [[Image:Aqua Dot-Yellow.png]] | | |yes |
| : Console class.
| | | |
| |- | | |yes |
| | '''[[XML:DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]] | | |This file type was probably in the process of being replaced by BINA/CJBO/[[#CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters.}} |
| : Door class.
| | {{XMLtype|AKEV| |
| |- | | |some |
| |'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]] | | | |
| : Diary page.
| | |yes |
| |- | | |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]].}} |
| |'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]] | | {{XMLtype|CONS| |
| : 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. ^_^
| | |some |
| |- | | | |
| |'''[[XML:HPge|HPge]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : Help page.
| | |Console class.}} |
| |- | | {{XMLtype|DOOR| |
| |'''[[XML:IGHH|IGHH]]''' [[Image:Aqua Dot-Green.png]] | | |some |
| : In-game HUD; your health bar, compass, etc.
| | | |
| |- | | |yes |
| |'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]] | | |Door class.}} |
| : Impact. This file is used to build up the hierarchy of impacts. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.
| | {{XMLtype|DPge| |
| |- | | |yes |
| |'''[[XML:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]] | | | |
| : Item page. If you have created a new item, you can describe it here.
| | |yes |
| |- | | |Diary page.}} |
| |'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Green.png]] | | {{XMLtype|FILM| |
| :Geometry. Some of these 3D objects are used by OBANs and PAR3s.
| | |yes |
| |- | | | |
| |'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : Material. This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.
| | |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. ^_^}} |
| |- | | {{XMLtype|HPge| |
| |'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| :Object Animation. Yes, used by objects but also for moving characters and cutscene cameras.
| | | |
| |- | | |yes |
| |'''[[XML:OFGA|OFGA]]''' [[Image:Aqua Dot-Green.png]] | | |Help page.}} |
| :Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.)
| | {{XMLtype|IGHH| |
| |- | | |yes |
| |'''[[XML:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]] | | | |
| : 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.
| | |yes |
| : The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA). | | |In-game HUD; your health bar, compass, etc.}} |
| |- | | {{XMLtype|Impt| |
| |'''[[XML:ONCV|ONCV]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : 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.
| | | |
| |- | | |yes |
| |'''[[XML:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]] | | |This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}} |
| : 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.
| | {{XMLtype|IPge| |
| |- | | |yes |
| |'''[[XML:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]] | | | |
| : Level descriptor. The level name on the Load Game screen.
| | |yes |
| |- | | |Item page. If you have created a new item, you can describe it here.}} |
| |'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]] | | {{XMLtype|M3GM| |
| :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.
| | |yes |
| |- | | | |
| |'''[[XML:ONSK|ONSK]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : 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.
| | |Some of these 3D objects are used by OBANs and PAR3s.}} |
| |- | | {{XMLtype|Mtrl| |
| |'''[[XML:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : Variant list of characters. It's used to randomize characters' appearances.
| | | |
| |- | | |yes |
| |'''[[XML:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]] | | |This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.}} |
| : Weapon class. Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).
| | {{XMLtype|OBAN| |
| |- | | |yes |
| |'''[[XML:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]] | | | |
| : Objective page. This is the source of the text that appears in the Objective tab of the Pause screen.
| | |yes |
| |- | | |Yes, used by objects but also for moving characters and cutscene cameras.}} |
| |'''[[XML:SNDD#OSBD_information|OSBD]] [[Image:Aqua Dot-Yellow.png]] | | {{XMLtype|OFGA| |
| :Oni Sound Binary Data. They determine how sounds (SNDD) get played.
| | |yes |
| |- | | | |
| |'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : Part Specification. Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.
| | |Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.)}} |
| |- | | {{XMLtype|ONCC| |
| |'''[[XML:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]] | | |some |
| : Part specification list.
| | | |
| |- | | |yes |
| |'''[[XML:PSUI|PSUI]]''' [[Image:Aqua Dot-Red.png]] | | |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. |
| : Part Specifications UI (User Interface).
| | : The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).)}} |
| |- | | {{XMLtype|ONCV| |
| |'''[[XML:StNA|StNA]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.
| | | |
| |- | | |yes |
| |'''[[XML:SUBT|SUBT]]''' [[Image:Aqua Dot-Green.png]] | | |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.)}} |
| : Subtitle Array. This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.
| | {{XMLtype|ONGS| |
| |- | | |yes |
| |'''[[XML:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]] | | | |
| : 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.
| | |yes |
| |- | | |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.}} |
| |'''[[XML:TRAM#list_of_tags.2C_types.2C_and_flags|TRAM]]''' [[Image:Aqua Dot-Yellow.png]] | | {{XMLtype|ONLD| |
| : 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 [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor XML] beforehand.
| | |yes |
| |- | | | |
| | '''[[XML:TRAS|TRAS]]''' [[Image:Aqua Dot-Red.png]] | | |yes |
| : Totoro Aiming Screen. Used for make characters aim with weapons.
| | |The level name on the Load Game screen.}} |
| |- | | {{XMLtype|ONLV| |
| |'''[[XML:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : 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.
| | | |
| |- | | |yes |
| |'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]] | | |Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.}} |
| : Trigger Emitter class. This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.
| | {{XMLtype|ONSK| |
| |- | | |yes |
| | '''[[XML:TRIG|TRIG]]''' | | | |
| : (Laser) Trigger class.
| | |yes |
| |- | | |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.}} |
| |'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]] | | {{XMLtype|ONVL| |
| : Texture Map Array. Every [[XML:TRIA#Bones|body part]] of a character is covered by a texture. This file type holds the links to those textures.
| | |yes |
| |- | | | |
| |'''[[XML:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]] | | |yes |
| :Totoro Aiming Screen Collection. Used for make characters aim with weapons.
| | |It's used to randomize characters' appearances.}} |
| |- | | {{XMLtype|ONWC| |
| |'''[[XML:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : Texture Map (Big). A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.
| | | |
| |- | | |yes |
| |'''[[XML:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]] | | |Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).}} |
| : Texture Map. Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).
| | {{XMLtype|OPge| |
| |- | | |yes |
| |'''[[XML:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]] | | | |
| : Text (Console).
| | |yes |
| |- | | |This is the source of the text that appears in the Objective tab of the Pause screen.}} |
| |'''[[XML:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]] | | {{XMLtype|OSBD| |
| : Window Manager Cursor List. Mouse pointer(s).
| | |yes |
| |- | | | |
| |'''[[XML:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]] | | |yes |
| : Window Manager Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
| | |They determine how sounds (SNDD) get played.}} |
| |- | | {{XMLtype|PSpc| |
| |'''[[XML:WMM|WMM]]''' [[Image:Aqua Dot-Red.png]] | | |yes |
| : Window Manager Menu.
| | | |
| |- | | |yes |
| |'''[[Xml:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]] | | |Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.}} |
| : Weapon Page. This is the source for the text and images that appear in the Weapons tab of the pause screen.
| | {{XMLtype|PSpL| |
| | |yes |
| | | |
| | |yes |
| | |Part specification list.}} |
| | {{XMLtype|PSUI| |
| | |no |
| | | |
| | |yes |
| | |Part Specifications UI (User Interface).}} |
| | {{XMLtype|StNA| |
| | |yes |
| | | |
| | |yes |
| | |StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.}} |
| | {{XMLtype|SUBT| |
| | |yes |
| | | |
| | |yes |
| | |This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.}} |
| | {{XMLtype|TRAC| |
| | |yes |
| | | |
| | |yes |
| | |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.}} |
| | {{XMLtype|TRAM| |
| | |some |
| | | |
| | |yes |
| | |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.}} |
| | {{XMLtype|TRAS| |
| | |no |
| | | |
| | |yes |
| | |Used for make characters aim with weapons.}} |
| | {{XMLtype|TRBS| |
| | |yes |
| | | |
| | |yes |
| | |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.}} |
| | {{XMLtype|TRGE| |
| | |yes |
| | | |
| | |yes |
| | |This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.}} |
| | {{XMLtype|TRIG| |
| | |yes |
| | | |
| | |yes |
| | |(Laser) Trigger class.}} |
| | {{XMLtype|TRMA| |
| | |yes |
| | | |
| | |yes |
| | |Texture Map Array. Every [[XML:TRIA#Bones|body part]] of a character is covered by a texture. This file type holds the links to those textures.}} |
| | {{XMLtype|TRSC| |
| | |no |
| | | |
| | |yes |
| | |Used for make characters aim with weapons.}} |
| | {{XMLtype|TXMB| |
| | |yes |
| | | |
| | |yes |
| | |A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}} |
| | {{XMLtype|TXMP| |
| | |yes |
| | | |
| | |yes |
| | |Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).}} |
| | {{XMLtype|TxtC| |
| | |yes |
| | | |
| | |yes |
| | |Text (Console).}} |
| | {{XMLtype|WMCL| |
| | |yes |
| | | |
| | |yes |
| | |Mouse pointer(s).}} |
| | {{XMLtype|WMDD| |
| | |yes |
| | | |
| | |yes |
| | |It shapes pages like TxtC and WPge. However, new button functions would require engine modding.}} |
| | {{XMLtype|WMM| |
| | |yes |
| | | |
| | |yes |
| | |Window Manager Menu.}} |
| | {{XMLtype|WPge| |
| | |yes |
| | | |
| | |yes |
| | |This is the source for the text and images that appear in the Weapons tab of the pause screen.}} |
| |} | | |} |
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| [[Category:XML data docs]] | | [[Category:XML data docs]] |