XML:BINA/TMBD: Difference between revisions

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{{XML_BINA_Header | prev=SABD | type=TMBD | next=OBJC/CHAR | name=TextureMaterials}}
{{XML_BINA_Header | prev=SABD | type=TMBD | next=OBJC/CHAR | name=TextureMaterials}}


'''general information'''
==General information==
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* The XML on this page is based on OniSplit '''v0.9.61.0'''.
* '''BINADBMTTextureMaterials.oni''' is global. (It can be found in AE/AEInstaller/vanilla/level0_Final.dat)
* BINADBMTTextureMaterials is a single global resource (level0_Final.dat).
* This file is used to register textures under specific materials which are used for impact effects. See [[XML:BINA/ONIE|ONIE]].
* This file is used to register textures under specific materials which are used for impact effects. See [[XML:BINA/ONIE|ONIE]].
* TMBD contains only textures used by AKEV (level geometry).
* TMBD contains only textures used by AKEVs (level geometry).
* TMBD cannot contain any decals (textures which are glued onto wall and ground).
* TMBD cannot contain any decals (textures which are glued onto the wall or ground).
* TMBD cannot contain any textures used by characters. The striker armor piece was [http://oni.bungie.org/forum/viewtopic.php?pid=27093#p27093 just a test] by bungie. See [[XML:ONCC#CBPM:_character_body_part_materials|CBPM]] if you want to mod materials used by characters.
* TMBD cannot contain any textures used by characters. The Striker's armor piece was [http://oni.bungie.org/forum/viewtopic.php?pid=27093#p27093 just a test] by Bungie West. See [[XML:ONCC#CBPM:_character_body_part_materials|CBPM]] if you want to mod materials used by characters.
* Be careful when editing links, they are case-sensitive.
* Be careful when editing links, as they are case-sensitive.


 
==XML structure==
'''XML structure'''
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 19: Line 18:
  </Oni>
  </Oni>


'''''[...]''''' means at least one material with at least one texture. Paste all data into there.
'''''[...]''''' means at least one material with at least one texture. Paste all your data into there.


'''example'''
==Example==
        <Material Name="Cloth">
<Material Name="Cloth">
            <Texture>covcrate_4</Texture>
    <Texture>covcrate_4</Texture>
            <Texture>DL_LAV_FABRIC</Texture>
    <Texture>DL_LAV_FABRIC</Texture>
            <Texture>covcrate_1</Texture>
    <Texture>covcrate_1</Texture>
            <Texture>covcrate_3</Texture>
    <Texture>covcrate_3</Texture>
            <Texture>covcrate_2</Texture>
    <Texture>covcrate_2</Texture>
            <Texture>_door_dr_03</Texture>
    <Texture>_door_dr_03</Texture>
            <Texture>_door_dr_01</Texture>
    <Texture>_door_dr_01</Texture>
            <Texture>TEST_CLOTH</Texture>
    <Texture>TEST_CLOTH</Texture>
        </Material>
</Material>
Notes: DL_LAV_FABRIC is actually the only texture that is used by "Cloth".
Notes: DL_LAV_FABRIC is actually the only texture that is used by "Cloth".


{{XML}}
{{XML}}

Revision as of 00:36, 1 April 2021

TMBD : TextureMaterials
XML modding tips
See HERE to start learning about XML modding.
See HERE if you are searching for information on how to handle object coordinates.
See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

SABD << Other BINA >> OBJC/CHAR

switch to OBD page

General information

  • The XML on this page is based on OniSplit v0.9.61.0.
  • BINADBMTTextureMaterials is a single global resource (level0_Final.dat).
  • This file is used to register textures under specific materials which are used for impact effects. See ONIE.
  • TMBD contains only textures used by AKEVs (level geometry).
  • TMBD cannot contain any decals (textures which are glued onto the wall or ground).
  • TMBD cannot contain any textures used by characters. The Striker's armor piece was just a test by Bungie West. See CBPM if you want to mod materials used by characters.
  • Be careful when editing links, as they are case-sensitive.

XML structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <TextureMaterials>
        [...]
   </TextureMaterials>
</Oni>

[...] means at least one material with at least one texture. Paste all your data into there.

Example

<Material Name="Cloth">
   <Texture>covcrate_4</Texture>
   <Texture>DL_LAV_FABRIC</Texture>
   <Texture>covcrate_1</Texture>
   <Texture>covcrate_3</Texture>
   <Texture>covcrate_2</Texture>
   <Texture>_door_dr_03</Texture>
   <Texture>_door_dr_01</Texture>
   <Texture>TEST_CLOTH</Texture>
</Material>

Notes: DL_LAV_FABRIC is actually the only texture that is used by "Cloth".