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XML:File types: Difference between revisions

changing AE locations where they differ from vanilla
("Location" column is now "Location (vanilla)" and "Location (AE)"; as of this edit, the contents of the AE column are just a duplicate of the vanilla column)
(changing AE locations where they differ from vanilla)
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|M3GM...
|M3GM...
|both
|both
|both
|both (more are global)
|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]].}}
|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
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|ONCC...
|ONCC...
|local
|local
|local
|global
|Here a type of character (Konoko, Striker, etc.) is assigned its weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model ([[#TRBS|TRBS]]), animation collection ([[#TRAC|TRAC]]), textures ([[#TRMA|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).)}}
|Here a type of character (Konoko, Striker, etc.) is assigned its weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model ([[#TRBS|TRBS]]), animation collection ([[#TRAC|TRAC]]), textures ([[#TRMA|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).)}}
{{XMLtype|ONCV|Oni Character Variant
{{XMLtype|ONCV|Oni Character Variant
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|ONSK...
|ONSK...
|local
|local
|local
|global
|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.}}
|It's essentially a box of textures that surrounds the level, so you will need five images for the top, north, east, south and west. The bottom has no image.}}
{{XMLtype|ONVL|Oni Variant List
{{XMLtype|ONVL|Oni Variant List
|yes
|yes
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|some
|some
|OSBD...
|OSBD...
|global
|global (but SNDDs are local)
|global
|global (including SNDDs)
|They determine how sounds (SNDD) get played.}}
|They determine how sounds (SNDD) get played.}}
{{XMLtype|PSpc|Part Specification
{{XMLtype|PSpc|Part Specification
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|TRAC...
|TRAC...
|both
|both
|both
|global
|Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
|Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
{{XMLtype|TRAM|Totoro Animation Sequence
{{XMLtype|TRAM|Totoro Animation Sequence
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|TRAM...
|TRAM...
|both
|both
|both
|global
|The core animation data for character moves. Exports to Collada (.dae) + XML. The XML file contains the animation's Oni-specific flags, links to particles, and so on.}}
|The core animation data for character moves. Exports to Collada (.dae) + XML. The XML file contains the animation's Oni-specific flags, links to particles, and so on.}}
{{XMLtype|TRAS|Totoro Animation Sequence
{{XMLtype|TRAS|Totoro Animation Sequence
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|TRAS...
|TRAS...
|both
|both
|both
|global
|The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.}}
|The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.}}
{{XMLtype|TRBS|Totoro Body Set
{{XMLtype|TRBS|Totoro Body Set
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|TRBS...
|TRBS...
|local
|local
|local
|global
|The wrapping data for the 3D model of a character. Character classes ([[#ONCC|ONCCs]]) link to these. The 3D data can be imported/exported as Collada (.dae) files, but using the ONCC for this might be preferable so you get all related character data in XML on the side. The structure of the body at each individual detail level is found in the linked TRCM, which links to TRGA for the geometry of each body part, to TRTA for the relative location of each body part, and to TRIA for the hierarchical relationship of the body parts.}}
|The wrapping data for the 3D model of a character. Character classes ([[#ONCC|ONCCs]]) link to these. The 3D data can be imported/exported as Collada (.dae) files, but using the ONCC for this might be preferable so you get all related character data in XML on the side. The structure of the body at each individual detail level is found in the linked TRCM, which links to TRGA for the geometry of each body part, to TRTA for the relative location of each body part, and to TRIA for the hierarchical relationship of the body parts.}}
{{XMLtype|TRGE|Trigger Emitter
{{XMLtype|TRGE|Trigger Emitter
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|TRMA...
|TRMA...
|local
|local
|local
|global
|The list of textures used for each [[XML:TRIA#Bones|body part]] of a certain character.}}
|The list of textures used for each [[XML:TRIA#Bones|body part]] of a certain character.}}
{{XMLtype|TRSC|Screen (Aiming) Collection
{{XMLtype|TRSC|Screen (Aiming) Collection
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|TRSC...
|TRSC...
|both
|both
|both
|global
|Essentially just links to the [[#TRAS|TRAS]] of a character.}}
|Essentially just links to the [[#TRAS|TRAS]] of a character.}}
{{XMLtype|TURR|Turret
{{XMLtype|TURR|Turret
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|TXMP...
|TXMP...
|both
|both
|both
|global except for textures used by specific levels
|This type covers all images in Oni (except the ones larger than 256x256, which are built with [[#TXMB|TXMB]]). When a texture is animated, it will have a link to TXAN, which simply contains information about the animation; the actual image data is still in the TXMP.}}
|This type covers all images in Oni (except the ones larger than 256x256, which are built with [[#TXMB|TXMB]]). When a texture is animated, it will have a link to TXAN, which simply contains information about the animation; the actual image data is still in the TXMP.}}
{{XMLtype|TxtC|Text Console
{{XMLtype|TxtC|Text Console