19,659
edits
m (clarifying some of the type names; we are deviating a bit more from the official names in the engine, but I don't think that does any harm) |
m (copy-edit) |
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|local | |local | ||
|local | |local | ||
|It's the 3D level model. Many subtypes are used for the actual 3D data -- ABNA, AGDB, AGQG, AGQC, AGQR, AKAA, AKBA, AKBP, AKDA, AKOT (which in turn uses OTIT, OTLF, and QTNA), AKVA, IDXA, PLEA, PNTA, TXCA, and TXMA; these types do not have separate XML documentation because they export as a part of AKEV. Some of these types are also used by [[#M3GM|M3GM]]. | |It's the 3D level model. Many subtypes are used for the actual 3D data -- ABNA, AGDB, AGQG, AGQC, AGQR, AKAA, AKBA, AKBP, AKDA, AKOT (which in turn uses OTIT, OTLF, and QTNA), AKVA, IDXA, PLEA, PNTA, TXCA, and TXMA; these types do not have separate XML documentation because they export as a part of AKEV. Some of these types are also used by [[#M3GM|M3GM]]. AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Blender]].}} | ||
{{XMLtype|CONS|Console | {{XMLtype|CONS|Console | ||
|some | |some | ||
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|global | |global | ||
|global | |global | ||
|As seen in the Diary tab of the Pause screen. The actual text is in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|WPge]]). The diary page is used for both diary-style entries and move pages, which are both unlocked when reaching the level number contained in this data. When being used as a move page, the sequence of actions that produce the move can be conveyed with the use of icons ([[#TXMP|TXMP]]s provided by KeyI), however | |As seen in the Diary tab of the Pause screen. The actual text is in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|WPge]]). The diary page is used for both diary-style entries and move pages, which are both unlocked when reaching the level number contained in this data. When being used as a move page, the sequence of actions that produce the move can be conveyed with the use of icons ([[#TXMP|TXMP]]s provided by KeyI), however this functionality is unused in Oni's existing data.}} | ||
{{XMLtype|FILM|Film | {{XMLtype|FILM|Film | ||
|yes | |yes | ||
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|local | |local | ||
|local | |local | ||
|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. ^_^}} | |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|Help Page | {{XMLtype|HPge|Help Page | ||
|yes | |yes | ||
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|global | |global | ||
|global | |global | ||
|This file is used to build up | |This file is used to build up a hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}} | ||
{{XMLtype|IPge|Item Page | {{XMLtype|IPge|Item Page | ||
|yes | |yes | ||
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|both | |both | ||
|both (more are global) | |both (more are global) | ||
|A basic unit of 3D geometry | |A basic unit of 3D geometry used by anything that can have a physical shape, such as character models ([[#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 and 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 | ||
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|global | |global | ||
|global | |global | ||
|These files | |These files are used to build up a hierarchy of materials. See [[#BINA/ONIE|BINA/ONIE]] for more information.}} | ||
{{XMLtype|OBAN|Object Animation | {{XMLtype|OBAN|Object Animation | ||
|yes | |yes | ||
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|N/A | |N/A | ||
|N/A | |N/A | ||
|Used to import objects with no functions. ( | |Used to import objects with no functions. (Doors, consoles, etc. get imported as [[#BINA/OBJC|object lists]]. See [[XML:ONLV]] for more information.)}} | ||
{{XMLtype|ONCC|Oni Character Class | {{XMLtype|ONCC|Oni Character Class | ||
|some | |some | ||
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|local | |local | ||
|global | |global | ||
| | |This is where a class 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), so these types are also documented on this page.}} | ||
{{XMLtype|ONCV|Oni Character Variant | {{XMLtype|ONCV|Oni Character Variant | ||
|yes | |yes | ||
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|global | |global | ||
|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 [[#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. | |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 | ||
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|global | |global | ||
|global | |global | ||
|Contains | |Contains a level's number, the number of the next level, and the level's name as it appears on the Load Game screen.}} | ||
{{XMLtype|ONLV|Oni Game Level | {{XMLtype|ONLV|Oni Game Level | ||
|some | |some | ||
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|local | |local | ||
|local | |local | ||
|The top of the hierarchy when it comes to level data. Holds | |The top of the hierarchy when it comes to level data. Holds the name of the BSL folder with the scripts for this level, links to the environmental model ([[#AKEV|AKEV]]), animated objects ([[#OBAN|OBOA]]), skybox ([[#ONSK|ONSK]]) and AIs to spawn (well, the ones in [[#AISA|AISA]]; the ones in [[#BINA/OBJC/CHAR|CHAR]] need no link from here), and more. 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 | ||
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|global | |global | ||
|global | |global | ||
|Describes | |Describes a weapon's primary and secondary firing mode and more, and links to its particles ([[#BINA/PAR3|PAR3]]), its 3D model ([[#M3GM|M3GM]]) and textures ([[#TXMP|TXMP]]).}} | ||
{{XMLtype|OPge|Objective Page | {{XMLtype|OPge|Objective Page | ||
|yes | |yes | ||
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|global | |global | ||
|global | |global | ||
|StNA files are obsolete. However, | |StNA files are obsolete. However, on this XML page you'll find collections of flags used by [[#TRAM|TRAMs]].}} | ||
{{XMLtype|SUBT|Subtitle Array | {{XMLtype|SUBT|Subtitle Array | ||
|yes | |yes | ||
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|both | |both | ||
|global | |global | ||
|Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset | |Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset in combination with any parent TRACs a character's TRAC inherits from.}} | ||
{{XMLtype|TRAM|Totoro Animation Sequence | {{XMLtype|TRAM|Totoro Animation Sequence | ||
|some | |some | ||
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|both | |both | ||
|global | |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 3D 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 | ||
|no | |no | ||
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|local | |local | ||
|global | |global | ||
|The | |The metadata 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 that 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 | ||
|yes | |yes | ||
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|both | |both | ||
|global | |global | ||
|Essentially just links to the [[#TRAS|TRAS]] of a character.}} | |Essentially just links to the [[#TRAS|TRAS]] (aiming screen) of a character.}} | ||
{{XMLtype|TURR|Turret | {{XMLtype|TURR|Turret | ||
|yes | |yes | ||
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|global | |global | ||
|global | |global | ||
|A class of turret. The actual geometry is in a linked [[#M3GM|M3GM]].}} | |A class of turret. The actual 3D geometry is in a linked [[#M3GM|M3GM]].}} | ||
{{XMLtype|TXMB|Texture Map Big | {{XMLtype|TXMB|Texture Map Big | ||
|yes | |yes | ||
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|both | |both | ||
|both | |both | ||
|A series of | |A series of [[#TXMP|TXMPs]] to join in order to display a splashscreen, like the Main Menu background and the level intro/win/loss screens.}} | ||
{{XMLtype|TXMP|Texture Map | {{XMLtype|TXMP|Texture Map | ||
|yes | |yes | ||
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|both | |both | ||
|global except for textures used by specific levels | |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 | |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 metadata about the animation; the actual image data is still in the TXMP.}} | ||
{{XMLtype|TxtC|Text Console | {{XMLtype|TxtC|Text Console | ||
|yes | |yes | ||
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|global | |global | ||
|global | |global | ||
|Describes the | |Describes the layout of UI screens like the Main Menu. Uses [[#WMM|WMM_]] for pop-up menus, and links to the desired font family (TSFF, also used by [[#OPge|IGPG]]), which in turn links to the font language (TSFL) and the font itself (TSFT, which links to TSGA for the coordinates of each letter in the TSFT data); there is only one font to choose from, Tahoma. Because Oni's UI is partially hardcoded, adding new buttons would require engine modding.}} | ||
{{XMLtype|WMM|Window Manager Menu | {{XMLtype|WMM|Window Manager Menu | ||
|yes | |yes | ||
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|global | |global | ||
|global | |global | ||
| | |Dropdown menus used in [[#WMDD|WMDDs]]. This type is actually "WMM_", using the underscore in place of a fourth letter, but the wiki won't let us end a page in an underscore. Most of the WMM_s and the sole WMMB in Oni (a menu bar that uses WMM_ for its menus) are development relics.}} | ||
{{XMLtype|position=bottom|WPge|Weapon Page | {{XMLtype|position=bottom|WPge|Weapon Page | ||
|yes | |yes | ||
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|global | |global | ||
|global | |global | ||
|A list of all impact effects which can happen in the game | |A list of all impact effects which can happen in the game; this 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 Classes | {{XMLtype|BINA/PAR3|Particle Classes | ||
|some | |some | ||
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|global | |global | ||
|global | |global | ||
|A type of particle which can be spawned in the game, used by weapons to deal damage, for | |A type of particle which can be spawned in the game, used by weapons to deal damage, used for lens flares, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}} | ||
{{XMLtype|BINA/SABD|Sound Animations | {{XMLtype|BINA/SABD|Sound Animations | ||
|some | |some | ||
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|local | |local | ||
|local | |local | ||
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team | |List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, melee ID, etc.}} | ||
{{XMLtype|BINA/OBJC/CMBT|Combat | {{XMLtype|BINA/OBJC/CMBT|Combat | ||
|some | |some | ||
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|local | |local | ||
|local | |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 | |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 when the door is opened.}} | ||
{{XMLtype|BINA/OBJC/FLAG|Flags | {{XMLtype|BINA/OBJC/FLAG|Flags | ||
|yes | |yes | ||
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|local | |local | ||
|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".}} | |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| | {{XMLtype|BINA/OBJC/PWRU|Powerups | ||
|yes | |yes | ||
|BINACJBOPowerUp | |BINACJBOPowerUp | ||
|local | |local | ||
|local | |local | ||
|List of power-ups ( | |List of power-ups (such as hypo sprays) in a specific level which are spawned at level load, containing their position.}} | ||
{{XMLtype|BINA/OBJC/SNDG|Sound Groups | {{XMLtype|BINA/OBJC/SNDG|Sound Groups | ||
|yes | |yes | ||
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|local | |local | ||
|local | |local | ||
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you | |List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you get close to a machine and you hear a sound, that's because of a sound group.}} | ||
{{XMLtype|BINA/OBJC/TRGV|Trigger Volumes | {{XMLtype|BINA/OBJC/TRGV|Trigger Volumes | ||
|yes | |yes |