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|AISAlevel##_scripts | |AISAlevel##_scripts | ||
|local | |local | ||
|This file type was probably in the process of being replaced by [[#BINA/ | |This file type was probably in the process of being replaced by [[#BINA/OBJC/CHAR|CHAR]] when Oni shipped, but it is still used for a few cutscene characters.}} | ||
{{XMLtype|AKEV|Akira Environment | {{XMLtype|AKEV|Akira Environment | ||
|some | |some | ||
| Line 81: | Line 81: | ||
|M3GM... | |M3GM... | ||
|both | |both | ||
|A basic unit of 3D geometry, used by anything that can have a physical shape, such as characters ([[#TRBS|TRBS]]), consoles ([[#CONS|CONS]]), animated objects ([[#OBAN|OBAN]]) and particles ([[#PAR3|PAR3]]). The building blocks of the geometry are the types IDXA, PNTA, TXCA, VCRA (these are all exported under M3GM so do not have separate XML documentation), and the texture is provided by [[#TXMP|TXMP]].}} | |A basic unit of 3D geometry, used by anything that can have a physical shape, such as characters ([[#TRBS|TRBS]]), consoles ([[#CONS|CONS]]), animated objects ([[#OBAN|OBAN]]) and particles ([[#BINA/PAR3|PAR3]]). The building blocks of the geometry are the types IDXA, PNTA, TXCA, VCRA (these are all exported under M3GM so do not have separate XML documentation), and the texture is provided by [[#TXMP|TXMP]].}} | ||
{{XMLtype|Mtrl|Material | {{XMLtype|Mtrl|Material | ||
|yes | |yes | ||
| Line 96: | Line 96: | ||
|OFGA... | |OFGA... | ||
|N/A | |N/A | ||
|Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML: | |Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#BINA/OBJC|object collections]]. See [[XML:ONLV]] for more information.)}} | ||
{{XMLtype|ONCC|Oni Character Class | {{XMLtype|ONCC|Oni Character Class | ||
|some | |some | ||
| Line 106: | Line 106: | ||
|ONCV... | |ONCV... | ||
|global | |global | ||
|Used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variation in appearance. A flag in a [[#CHAR|CHAR]] determines which variant the character falls under. It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)}} | |Used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variation in appearance. A flag in a [[#BINA/OBJC/CHAR|CHAR]] determines which variant the character falls under. It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)}} | ||
{{XMLtype|ONGS|Oni Game Settings | {{XMLtype|ONGS|Oni Game Settings | ||
|yes | |yes | ||
| Line 121: | Line 121: | ||
|ONLV... | |ONLV... | ||
|local | |local | ||
|The top of the hierarchy when it comes to level data. Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the environmental model ([[#AKEV|AKEV]]), animated objects ([[# | |The top of the hierarchy when it comes to level data. Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the environmental model ([[#AKEV|AKEV]]), animated objects ([[#OBAN|OBOA]]), the skybox ([[#ONSK|ONSK]]), and the AIs to spawn (well, the ones in [[#AISA|AISA]]; the ones in [[#BINA/OBJC/CHAR|CHAR]] need no link from here). These type links as well as the corpse array (CRSA), environmental particles (ENVP), and gunk data (ONOA) will be exported together in XML. ONLV also links to six obsolete types which will not be exported: AITR, OBDC, ONFA, ONMA, ONSA, and ONTA.}} | ||
{{XMLtype|ONSK|Oni Sky Class | {{XMLtype|ONSK|Oni Sky Class | ||
|yes | |yes | ||
| Line 136: | Line 136: | ||
|ONWCw... | |ONWCw... | ||
|global | |global | ||
|Describes the primary and secondary fire mode and more, and links to its particles ([[#PAR3|PAR3]]), a 3D model ([[#M3GM|M3GM]]), and textures ([[#TXMP|TXMP]]).}} | |Describes the primary and secondary fire mode and more, and links to its particles ([[#BINA/PAR3|PAR3]]), a 3D model ([[#M3GM|M3GM]]), and textures ([[#TXMP|TXMP]]).}} | ||
{{XMLtype|OPge|Objective Page | {{XMLtype|OPge|Objective Page | ||
|yes | |yes | ||
| Line 339: | Line 339: | ||
|BINACJBOPatrol Path | |BINACJBOPatrol Path | ||
|local | |local | ||
|List of patrol paths in a specific level, containing an ID which is used by [[#CHAR|CHAR]] and the scripting command "ai2_dopath".}} | |List of patrol paths in a specific level, containing an ID which is used by [[#BINA/OBJC/CHAR|CHAR]] and the scripting command "ai2_dopath".}} | ||
{{XMLtype|BINA/OBJC/PWRU|PowerUps | {{XMLtype|BINA/OBJC/PWRU|PowerUps | ||
|yes | |yes | ||