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(filling in type names, finishing rewrite of text) |
(adding jump table to top; legend adjustment; moving non-BINA types to top) |
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[[Image:XML.png|right]] | [[Image:XML.png|right]] | ||
:''See [[Modding Oni]] for an introduction to modding.' | :''See [[Modding Oni]] for an introduction to modding. See HERE for an introduction to Oni's data. See [[XML]] for an introduction to XML modding.'' | ||
The '''XML''' namespace is devoted to explaining Oni's data types in plainer English than the technical documentation at [[OBD]], by following the more user-friendly format the data appears in when exported by [[OniSplit]] as XML. Following is an overview of each data type's function, and whether it has XML documentation available. If you are not familiar with the meaning of BINA and OBJC then you should read the overview first. See HERE for a tree showing the hierarchy of the file types which link to other types. | |||
The '''XML''' namespace is devoted to explaining Oni's data types | <br clear="all" /> | ||
{|style="border:1px solid #AAA; margin-left:auto; margin-right:auto;" | |||
|'''Jump Table''' | |||
|style="width:626px;"|[[#AKEV|ABNA]], [[#AKEV|AGQC]], [[#AKEV|AGQG]], [[#AGQR|AGQR]], [[#AISA|AISA]], [[#AKEV|AKAA]], [[#AKEV|AKBA]], [[#AKEV|AKBP]], [[#AKEV|AKEV]], [[#AKEV|AKOT]], [[#AKVA|AKVA]], [[#BINA|BINA]], [[#CBPI|CBPI]], [[#CBPM|CBPM]], [[#BINA/OBJC/CHAR|CHAR]], [[#BINA/OBJC/CMBT|CMBT]], [[#CONS|CONS]], [[#BINA/OBJC/CONS|CONS (OBJC)]], [[#CRSA|CRSA]], [[#DOOR|DOOR]], [[#BINA/OBJC/DOOR|DOOR (OBJC)]], [[#DPge|DPge]], [[#ENVP|ENVP]], [[#FILM|FILM]], [[#BINA/OBJC/FLAG|FLAG]], [[#BINA/OBJC/FURN|FURN]], [[#HPge|HPge]], [[#AKEV|IDXA]], [[#IGHH|IGHH]], [[#IGPA|IGPA]], [[#IGPG|IGPG]], [[#IGSA|IGSA]], [[#IGSt|IGSt]], [[#Impt|Impt]], [[#IPge|IPge]], [[#KeyI|KeyI]], [[#M3GA|M3GA]], [[#M3GA|M3GA]], [[#M3GM|M3GM]], [[#BINA/OBJC/MELE|MELE]], [[#Mtrl|Mtrl]], [[#BINA/OBJC/NEUT|NEUT]], [[#OBAN|OBAN]], [[#BINA/OBJC|OBJC]], [[#OBOA|OBOA]], [[#OFGA|OFGA]], [[#ONCC|ONCC]], [[#ONCP|ONCP]], [[#ONCV|ONCV]], [[#ONGS|ONGS]], [[#ONIA|ONIA]], [[#BINA/ONIE|ONIE]], [[#ONLD|ONLD]], [[#ONLV|ONLV]], [[#ONOA|ONOA]], [[#ONSK|ONSK]], [[#ONVL|ONVL]], [[#ONWC|ONWC]], [[#OPge|OPge]], [[#OSBD|OSBD]], [[#OTIT|OTIT]], [[#OTLF|OTLF]], [[#BINA/PAR3|PAR3]], [[#BINA/OBJC/PART|PART]], [[#BINA/OBJC/PATR|PATR]], [[#AKEV|PLEA]], [[#AKEV|PNTA]], [[#PSpc|PSpc]], [[#PSpL|PSpL]], [[#PSUI|PSUI]], [[#BINA/OBJC/PWRU|PWRU]], [[#QTNA|QTNA]], [[#BINA/SABD|SABD]], [[#SNDD|SNDD]], [[#BINA/OBJC/SNDG|SNDG]], [[#StNA|StNA]], [[#SUBT|SUBT]], [[#BINA/TMBD|TMBD]], [[#TRAC|TRAC]], [[#TRAM|TRAM]], [[#TRAS|TRAS]], [[#TRBS|TRBS]], [[#TRCM|TRCM]], [[#TRGA|TRGA]], [[#TRGE|TRGE]], [[#BINA/OBJC/TRGV|TRGV]], [[#TRIA|TRIA]], [[#TRIG|TRIG]], [[#BINA/OBJC/TRIG|TRIG (OBJC)]], [[#TRMA|TRMA]], [[#TRSC|TRSC]], [[#TRTA|TRTA]], [[#TSFF|TSFF]], [[#TSFL|TSFL]], [[#TSFT|TSFT]], [[#TSGA|TSGA]], [[#TURR|TURR]], [[#BINA/OBJC/TURR|TURR (OBJC)]], [[#TXAN|TXAN]], [[#AKEV|TXCA]], [[#AKEV|TXMA]], [[#TXMB|TXMB]], [[#TXMP|TXMP]], [[#TxtC|TxtC]], [[#VCRA|VCRA]], [[#BINA/OBJC/WEAP|WEAP]], [[#WMCL|WMCL]], [[#WMDD|WMDD]], [[#WMM|WMM]], [[#WMMB|WMMB]], [[#WPge|WPge]] | |||
|} | |||
Documentation status: | {|style="border:1px solid #AAA; margin-left:auto; margin-right:auto;" | ||
|'''Legend''' | |||
|Documentation status: | |||
:[[Image:Aqua Dot-Green.png]] : available | :[[Image:Aqua Dot-Green.png]] : available | ||
:[[Image:Aqua Dot-Yellow.png]] : incomplete | :[[Image:Aqua Dot-Yellow.png]] : incomplete | ||
:[[Image:Aqua Dot-Red.png]] : not available, but that doesn't mean you cannot mod the file type | :[[Image:Aqua Dot-Red.png]] : not available, but that doesn't mean you cannot mod the file type | ||
|Location: | |||
Location: | |||
:global: File(s) found in level0_Final | :global: File(s) found in level0_Final | ||
:local: File(s) found in level[1-19]_Final | :local: File(s) found in level[1-19]_Final | ||
:both: File(s) found in all level files | :both: File(s) found in all level files | ||
|} | |} | ||
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA" | {|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA" | ||
!width="150px" align="left" style="background-color:#EEEEEE"|Tag | !width="150px" align="left" style="background-color:#EEEEEE"|Tag | ||
| Line 148: | Line 36: | ||
|AKEV... | |AKEV... | ||
|local | |local | ||
|It's the 3D level model (linking to many subtypes for the actual 3D data -- | |It's the 3D level model (linking to many subtypes for the actual 3D data -- ABNA, AGDB, AGQG, AGQC, AGQR, AKAA, AKBA, AKBP, AKDA, AKOT, AKVA, IDXA, PLEA, PNTA, TXCA, and TXMA). This type exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]].}} | ||
{{XMLtype|CONS|Console | {{XMLtype|CONS|Console | ||
|some | |some | ||
| Line 359: | Line 247: | ||
|global | |global | ||
|This is the source for the text and images that appear in the Weapons tab of the Pause screen.}} | |This is the source for the text and images that appear in the Weapons tab of the Pause screen.}} | ||
|} | |||
==BINA== | |||
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA" | |||
!width="150px" align="left" style="background-color:#EEEEEE"|Tag | |||
!width="250px" align="left" style="background-color:#EEEEEE"|Name | |||
!width="50px" align="left" style="background-color:#EEEEEE"|Docs | |||
!width="200px" align="left" style="background-color:#EEEEEE"|File | |||
!align="left" style="background-color:#EEEEEE"|Location | |||
{{XMLtype|BINA/ONIE|Oni Impact Effects | |||
|some | |||
|BINAEINOimpact_effects | |||
|global | |||
|A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact ([[#Impt|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}} | |||
{{XMLtype|BINA/PAR3|Particle | |||
|some | |||
|BINA3RAP... | |||
|global | |||
|A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}} | |||
{{XMLtype|BINA/SABD|Sound Animation | |||
|some | |||
|BINADBAS... | |||
|global | |||
|A list of the sounds to be played for an animation type. There is one of these for each character variant ([[#ONCV|ONCV]]).}} | |||
{{XMLtype|position=bottom|BINA/TMBD|Texture Materials | |||
|yes | |||
|BINADBMTTextureMaterials | |||
|global | |||
|A list of the materials ([[#Mtrl|Mtrl]]) assigned to each texture map ([[#TXMP|TXMP]]). Used by [[#BINA/ONIE|ONIE]].}} | |||
|} | |||
==BINA/OBJC== | |||
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA" | |||
!width="150px" align="left" style="background-color:#EEEEEE"|Tag | |||
!width="250px" align="left" style="background-color:#EEEEEE"|Name | |||
!width="50px" align="left" style="background-color:#EEEEEE"|Docs | |||
!width="200px" align="left" style="background-color:#EEEEEE"|File | |||
!align="left" style="background-color:#EEEEEE"|Location | |||
{{XMLtype|BINA/OBJC/CHAR|Characters | |||
|some | |||
|BINACJBOCharacter | |||
|local | |||
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}} | |||
{{XMLtype|BINA/OBJC/CMBT|Combat | |||
|some | |||
|BINACJBOCombat | |||
|global | |||
|List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.}} | |||
{{XMLtype|BINA/OBJC/CONS|Consoles | |||
|yes | |||
|BINACJBOConsole | |||
|local | |||
|List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.}} | |||
{{XMLtype|BINA/OBJC/DOOR|Doors | |||
|yes | |||
|BINACJBODoor | |||
|local | |||
|List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.}} | |||
{{XMLtype|BINA/OBJC/FLAG|Flags | |||
|yes | |||
|BINACJBOFlag | |||
|local | |||
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}} | |||
{{XMLtype|BINA/OBJC/FURN|Furniture | |||
|yes | |||
|BINACJBOFurniture | |||
|local | |||
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}} | |||
{{XMLtype|BINA/OBJC/MELE|Melee | |||
|some | |||
|BINACJBOMelee Profile | |||
|global | |||
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}} | |||
{{XMLtype|BINA/OBJC/NEUT|Neutral | |||
|yes | |||
|BINACJBONeutral | |||
|local | |||
|List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.}} | |||
{{XMLtype|BINA/OBJC/PART|Particles | |||
|yes | |||
|BINACJBOParticle | |||
|local | |||
|List of particles in a specific level, containing their position, script name and scaling.}} | |||
{{XMLtype|BINA/OBJC/PATR|Patrol Paths | |||
|yes | |||
|BINACJBOPatrol Path | |||
|local | |||
|List of patrol paths in a specific level, containing an ID which is used by [[#CHAR|CHAR]] and the scripting command "ai2_dopath".}} | |||
{{XMLtype|BINA/OBJC/PWRU|PowerUps | |||
|yes | |||
|BINACJBOPowerUp | |||
|local | |||
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}} | |||
{{XMLtype|BINA/OBJC/SNDG|Sound Groups | |||
|some | |||
|BINACJBOSound | |||
|local | |||
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of a sound group.}} | |||
{{XMLtype|BINA/OBJC/TRGV|Trigger Volumes | |||
|yes | |||
|BINACJBOTrigger Volume | |||
|local | |||
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script when entered.}} | |||
{{XMLtype|BINA/OBJC/TRIG|Triggers | |||
|yes | |||
|BINAJCBOTrigger | |||
|local | |||
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets ([[#TURR|TURR]]), but also script functions in the level.}} | |||
{{XMLtype|BINA/OBJC/TURR|Turrets | |||
|yes | |||
|BINACJBOTurret | |||
|local | |||
|List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.}} | |||
{{XMLtype|position=bottom|BINA/OBJC/WEAP|Weapons | |||
|yes | |||
|BINACJBOWeapon | |||
|local | |||
|List of weapons in a specific level, determining their spawn location at level load.}} | |||
|} | |} | ||
[[Category:XML data docs]] | [[Category:XML data docs]] | ||