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[[Category:Modding tools]]
{{TOCfloat|side=right}}
'''OniSplit''', written by [[User_talk:Neo|Neo]], is an integral part of the [[Anniversary Edition]] and an essential modding tool on its own. It does the work of splitting and recombining Oni's data files. But it also does much more, such as extracting and creating textures, 3D and .xml files.
{{Hatnote|Before reading this page, it's a good idea to be familiar with basic Oni [[game data terminology]].}}
'''OniSplit''', written by [[User_talk:Neo|Neo]], is an integral part of the [[Anniversary Edition]] and an essential modding tool on its own. It is a command line tool which can import and export almost all kinds of Oni game data, including textures, sound, 3D models, level geometry and combat animations. Its name comes from its original purpose, which was breaking Oni's level data files into individual resources. Later, the ability to convert those resources' data between Oni's format and standard file formats was added. OniSplit incorporates the latest [[OBD|knowledge about Oni's game data]], and it is currently the community's main modding tool.
 
:''Subpages:'' [[/Change_log|Change log]] (past versions), [[/WIP|WIP notes]] (upcoming versions)


==Getting it==
==Getting it==
===Download links===
===Download links===
* Latest version of OniSplit: [http://mods.oni2.net/sites/default/files/OniSplit.exe_.zip v0.9.40]
* Latest release of OniSplit: [http://mods.oni2.net/node/38 v0.9.99.2] ([https://websvn.illy.bz/dl.php?repname=Oni2&path=%2FOniSplit%2F&isdir=1 source code])
* The current GUI for OniSplit is [[Vago (tool)|Vago]]. '''You should try the GUI to see if it does what you need before working with OniSplit on the command line.'''


===Requirements===
===Requirements===
OniSplit requires .NET 2.0 for Windows and the Mono framework for Mac OS X.
*Windows: [https://dotnet.microsoft.com/en-us/download/dotnet-framework .NET framework]
*macOS: [https://www.mono-project.com/download/stable/ Mono framework]
 
==Workflow==
OniSplit is used in up to four different stages when modding:
{|
|rowspan="2"|<span style="font-size:150%">'''OUT'''</span>
|''Exporting'' - using the <tt>-export</tt> command, a [[Dat|level data file]] is broken into its component resources, .oni files.
|-
|style="border-style: solid; border-width: 0 0 1px 0"|''Extracting'' - using the <tt>-extract</tt> commands, .oni files are converted to standard-format files that can be edited in various third-party programs.
|-
|rowspan="2"|<center><span style="font-size:150%">'''IN'''</span></center>
|''Creating'' - using the <tt>-create</tt> commands, standard-format files are converted into .oni files.
|-
|''Importing'' - using the <tt>-import</tt> command, a folder of .oni files is combined into a level data file.
|}


* [http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en .NET 2.0]
Note that "extracting" refers to a conversion from one format to another, but "exporting" only refers to the creation of .oni files from a .dat file. When exporting, no conversion or re-formatting is taking place; the data is simply being copied out of a .dat (any connected binary data in .raw/.sep files will be concatenated to the data from the .dat when making the .oni).
* [http://www.go-mono.com/mono-downloads/download.html Latest version of mono (requires OS X 10.4+)]
* [http://edt.oni2.net/AE/MonoFramework10.3.dmg Mono for OS X 10.3]


==Beginner's tips==
{{Divhide|show=yes|For users new to the command line or to OniSplit}}
In Windows, there are several options through which you can use OniSplit - out of which it is recommended to get Vago and CMDer:
* [[Vago (tool)|Vago]] is a GUI for OniSplit which allows you to handle all general conversions, save your sessions as project files, input manual commands if needed, and more. The two downsides of it is that it doesn't support Blender yet, forcing the users input commands manually, which in turn are not stored upon ending the session.
* [https://cmder.app/ CMDer] is an excellent alternative to cmd.exe. It can be customized to allow starting it from any folder you pick with the context menu, and it also stores the most recently used commands after ending the session. Currently it is highly useful for Blender-related operations.
* Command Prompt/cmd.exe. Windows' default command line interpreter, it's a poor choice as it does not store most recently used commands.


----


==Using it==
On Macs, the command line is found in the Terminal app (/Applications/Utilities) (press Command-Spacebar and type "Terminal" to get there faster).
The following actions are listed when calling OniSplit with the <tt>-help</tt> option (another informative option is <tt>-version</tt>)
 
:The command line must be preceded by either <tt>OniSplit.exe</tt> (Windows) or <tt>mono OniSplit.exe</tt> (Mac OS)
===OniSplit syntax===
::If OniSplit.exe is not in the current folder, you can provide the full/relative path to it or set the path variable.
The basic syntax is:
:::On the Mac, be sure to use / rather than \ in paths. The following instructions are for Windows by default.
====Conversion between .dat and .oni====
{|
{|
|<tt>-export <target directory> <source file></tt>||Exports source file (.dat) to target directory
|-
|-
|<tt>-import <source directory> <target file></tt>||Imports target file (.dat) from source directory; tries to get target file format from source SNDD
|'''Windows'''||<tt><span style="background:rgb(235,235,235); border-radius:0.33em; padding:0.15em">OniSplit.exe</span> <span style="background:rgb(175,175,255); border-radius:0.33em; padding:0.15em">-create:trbs</span> <span style="background:rgb(255,156,156); border-radius:0.33em; padding:0.15em">C:\Games\Oni\SomeFolder</span> <span style="background:rgb(175,175,255); border-radius:0.33em; padding:0.15em">-normals</span> <span style="background:rgb(156,255,156); border-radius:0.33em; padding:0.15em">C:\Games\Oni\Modding\TRBSMyNewChar.dae</span></tt>
|-
|'''Mac'''||<tt><span style="background:rgb(235,235,235); border-radius:0.33em; padding:0.15em">mono OniSplit.exe</span> <span style="background:rgb(175,175,255); border-radius:0.33em; padding:0.15em">-create:trbs</span> <span style="background:rgb(255,156,156); border-radius:0.33em; padding:0.15em">/Games/Oni/SomeFolder</span> <span style="background:rgb(175,175,255); border-radius:0.33em; padding:0.15em">-normals</span> <span style="background:rgb(156,255,156); border-radius:0.33em; padding:0.15em">/Games/Oni/Modding/TRBSMyNewChar.dae</span></tt>
|}
 
Here's how it breaks down:
{|
! style="width:130px"|
|- valign="top"
|<span style="background:rgb(235,235,235); border-radius:0.33em; padding:0.15em">'''Invocation'''</span>
|Windows can refer to the program directly, but Macs use Mono to run the .NET app; note also that if OniSplit.exe is not in the Command Prompt/Terminal's current directory, you must provide the full path to it or set the path variable.
|-
|-
|<tt>-import:sep <source directory> <target file></tt>||Imports target file (.dat) from source directory; uses .dat+.raw+.sep format (Mac and PC Demo)
|<span style="background:rgb(175,175,255); border-radius:0.33em; padding:0.15em">'''Option'''</span>||The command.
|- valign="top"
|<span style="background:rgb(255,156,156); border-radius:0.33em; padding:0.15em">'''Path to folder'''</span>||Whether destination or source, the path which is a folder comes first. <u>Use the full path to the folder (starting from "C:\", or "/" on Macs).</u>
|-
|-
|<tt>-import:nosep <source directory> <target file></tt>||Imports target file (.dat) from source directory; uses .dat+.raw format (PC retail)
|<span style="background:rgb(175,175,255); border-radius:0.33em; padding:0.15em">'''Option flags'''</span>||The flags that can optionally go with this command, separated by spaces.
|- valign="top"
|<span style="background:rgb(156,255,156); border-radius:0.33em; padding:0.15em">'''Path to file'''</span>||Whether destination or source, the path of the file comes second. <u>Use the full path to the file (starting from "C:\", or "/" on Macs).</u> One exception to this parameter being a file is when using <tt>-create</tt> to make a level, in which case this is where you supply the source folder.
|}
|}
:Note that -import will search subdirectories too. If you find having hundreds or thousand of files .oni in one directory to be unmanageable you can always group them in subdirectories anyway you like. The only exception is that a subdirectory named "noimport" or "_noimport" is always ignored.


====Management of .oni files====
===CLI tips===
Unless mentioned otherwise, the filename field supports wildcards ("*").
*Command line interfaces (CLI) usually supply an auto-complete feature to save on typing. If you've typed enough of a file/folder name to identify it, press the Tab key and the rest should fill in. In Windows, you may not get the right path name autocompleted on the first try if there are multiple possible autocompletions based on the names in that directory, so keep pressing Tab to cycle through all possibilities. On Macs, if you have not typed enough of the name to narrow it down to a single autocompletion, you will hear an error sound. Double-tap Tab to see a list of possible autocompletions, then keep typing until you have narrowed it down to one of those and then hit Tab to fill in the rest of its name.
:OniSplit consistently detects and manages "dependencies" of .oni files.
 
::The dependencies of a file are looked up in its folder and subfolders.
*Note that you can also drag files/folders into the window and the path will magically appear; in cases where you don't need to use a wildcard, this is the fastest way to build an OniSplit command.
 
===Wildcards===
Wildcards can be used to supply patterns to CLI programs. The wildcard is simply the <tt>*</tt> character. For instance:
OniSplit.exe -export:TRAM* <destination> <source .dat>
will export all the TRAMs in the source .dat into the destination folder. Using "TRAMKON*" would export all of Konoko's animations.
 
===Spaces in paths===
Command line interfaces (CLI) do not recognize spaces as a possible part of a path name because spaces are what separate the terms in your commands. The best course of action is to not use paths with spaces in their names! But if you must, you can use quotes to tell the CLI that a certain string is a single path:
 
'''C:\Games\Oni\>'''OniSplit.exe -list "My Mod Folder\level5_Final.dat"
 
This works in the Mac Terminal too, but you can also use the escape character, <tt>\</tt>. Also, other characters like <tt>(</tt> need to be escaped as well if you do not use quotes:
 
'''MyMac%''' mono OniSplit.exe -list My\ Mods\ \(In\ Progress\)/level5_Final.dat
 
But as mentioned, the best practice is to not use any characters besides the alphabet and numbers. It makes your life simpler, and if you ask for help on the forum with a command, no one wants to have to read your long path with lots of spaces or escaped characters in it ;-)
 
===Reading the commands below===
*The following commands should be complete, but the current list can be obtained by calling OniSplit with the <tt>-help</tt> option. You should also use <tt>-version</tt> to make sure you're using the latest version, the number of which is given in the "Download links" section above.
 
*Sample usages are given after certain commands. These are in DOS style, so if you are on a Mac, simply flip the <tt>\</tt>s to <tt>/</tt>s and make "C:\" into a leading "/".
 
*Optional flags are listed in square brackets simply to indicate that they're optional; don't enter the brackets when typing a command.
 
Note that only the .dat file from a level's data files is mentioned. The .raw and .sep files will be accessed by OniSplit as necessary when working with the .dat file that you gave the name of.
{{Divhide|end}}
 
==Commands==
===Conversion between .dat and .oni===
{|
{|
|<tt>-deps <filenames></tt>||Displays a list of .oni files that the specified .oni file depends on
! style="width:430px"|
|-
|<code>-list <file name></code>||Lists the named resources contained in a .dat (see [[OBD:File types/Naming|HERE]] for info on unnamed resources)
|-
|-
|<tt>-copy <target directory> <filenames></tt>||Copies .oni file and its dependencies to target; skips file if it already exists at destination
|<code>-export <destination directory> <dat file></code>||Breaks .dat file into .oni files
|-
|-
|<tt>-move <target directory> <filenames></tt>||Moves an .oni file and its dependencies to target; skips file if it already exists at destination
|<code>-export:<pattern> <destination directory> <dat file></code>||Exports named resource (wildcards also allowed) from .dat file
|- valign="top"
|<code>-import <source directory> <new dat file></code>||Compiles level files from source directory using the name you supply for the .dat file; tries to get target file format from source SNDD, but it's better to use the :sep or :nosep variants below
|-
|-
|<tt>-move:overwrite <target directory> <filenames></tt>||Moves an .oni file and its dependencies to target; overwrites any existing .oni files
|colspan="2"|<span style="padding-left:20px">To create level5_Final.dat/.raw[/.sep] from the files in MyNewLevel\: <code>OniSplit.exe -import C:\Oni\MyNewLevel\ C:\Oni\GameDataFolder\level5_Final.dat</code><span>
|-
|-
|<tt>-move:delete <target directory> <filenames></tt>||Moves an .oni file and its dependencies to target; doesn't overwrite; deletes source files
|<code>-import:sep <source directory> <new dat file></code>||Imports target file (.dat) from source directory; uses .dat/.raw/.sep format (Mac and PC Demo)
|-
|<code>-import:nosep <source directory> <new dat file></code>||Imports target file (.dat) from source directory; uses .dat/.raw format (PC retail)
|}
|}
====Conversion between .oni/.dat and 3rd party formats====
:Note that <tt>-import</tt> will search subdirectories too. If you find having hundreds or thousand of files .oni in one directory to be unmanageable you can always group them in subdirectories any way you like. The only exception is that a subdirectory named "noimport" or "_noimport" is always ignored.
=====Textures=====
 
Unless mentioned otherwise, source filenames support wildcards. See [[AE:Modifying textures|HERE]] for a detailed tutorial.
===Management of .oni files===
Sometimes you want to move some .oni files out of a larger folder of .onis. You could do this manually, but OniSpit knows which files depend on others. It will also look for those dependencies in subfolders beneath the level of the file you supply the name of. The filename field supports wildcards. This is mostly used by the [[AE]] Installer rather than modders themselves.
{|
{|
|<tt>-extract:dds <target directory> <filenames></tt>||Extracts all textures (TXMP) from a Oni .dat/.oni file in DDS format
|<code>-deps <oni file></code>||Displays a list of .oni files that the specified .oni file depends on
|-
|<code>-copy <destination directory> <oni file></code>||Copies .oni file and its dependencies; skips file if it already exists at destination
|-
|-
|<tt>-extract:tga <target directory> <filenames></tt>||Extracts all textures (TXMP) from a Oni .dat/.oni file in TGA format
|<code>-move <destination directory> <oni file></code>||Moves an .oni file and its dependencies; skips file if it already exists at destination
|-
|-
|<tt>-extract:png <target directory> <filenames></tt>||Extracts all textures (TXMP) from a Oni .dat/.oni file in PNG format
|<code>-move:overwrite <destination directory> <oni file></code>||Moves an .oni file and its dependencies; overwrites any existing .oni files
|-
|-
|align=right|<tt>-create:txmp <targer directory> [-genmipmaps] [-nouwrap] [-novwrap]<br><nowiki>[-format:bgr32|bgra32|bgr555|bgra5551|bgra4444|dxt1]</nowiki><br>[-envmap:texture_name] <filename></tt>
|<code>-move:delete <destination directory> <oni file></code>||Moves an .oni file and its dependencies; doesn't overwrite; deletes source files
|valign=top|Creates .oni file in target directory from source image
|}
|}
The -extract commands can work with .oni files (a single file or several files, wildcards possible) or rip all the TXMPs from a .dat file.


=====Models=====
===Conversion between .oni/.dat and 3rd party formats===
[[M3GM]]s, [[ONWC]]s, [[ONCC]]s can be exported to the Wavefront .obj and COLLADA .dae formats. For details see [[AE:Importing character models|HERE]] and [[AE:Importing weapon models|HERE]]
====Textures====
Unless mentioned otherwise, source filenames support wildcards. See [[Modifying textures|HERE]] for a detailed tutorial. The <tt>-extract</tt> commands can work with .oni files (a single file or several files if you use the wildcard), or rip all the TXMPs from a .dat file.
{|
{|
|<tt>-extract:obj <target directory> <filenames></tt>||Extracts all M3GM, ONWC and ONCC instances to Wavefront OBJ files
|<code>-extract:dds <destination directory> <dat/oni file></code>||Extracts all textures (TXMP) from a Oni .dat/.oni file into DDS files
|-
|<code>-extract:tga <destination directory> <dat/oni file></code>||Extracts all textures (TXMP) from a Oni .dat/.oni file into TGA files
|-
|<code>-extract:png <destination directory> <dat/oni file></code>||Extracts all textures (TXMP) from a Oni .dat/.oni file into PNG files
|-
|-
|<tt>-extract:dae <target directory> <filenames></tt>||Extracts all M3GM, ONWC and ONCC instances to Collada files
|<code>-create:txmp <destination directory><br>[-genmipmaps] [-nouwrap] [-novwrap]<br><nowiki>[-format:bgr32|bgra32|bgr555|bgra5551|bgra4444|dxt1]</nowiki><br>[-envmap:texture_name] <image file></code>
|valign=top|Creates .oni file from image file (PNG, TGA, or DDS)
|}
 
====Models====
[[M3GM]]s, [[ONWC]]s, [[ONCC]]s can be exported to the Wavefront .obj and COLLADA .dae formats. For details see [[Importing character models]] and [[Importing weapon models]]. The generic <tt>-extract</tt> commands can work with .oni files (a single file, or several files if you use the wildcard), or rip all the TXMP from a .dat file. TRBS and ONCC support additional <tt>-noanim</tt> and <tt>-anim</tt> options for <tt>-extract:dae</tt>; see [[Importing character models]] for details. Imported geometry must only contain triangles.
{|
! style="width:540px"|
|- valign="top"
|<code>-extract:obj <destination directory> <dat/oni file></code>||Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Wavefront OBJ files
|- valign="top"
|<code>-extract:dae <destination directory> [-noanim] <dat/oni file></code>||Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Collada DAE files
|-
|-
|<tt>-create:m3gm <target directory> [-tex:texture_name] <filename></tt>||Creates a TRBS .oni in target directory from an .obj file
|<code>-create:m3gm <destination directory> [-tex:texture_name] <OBJ file></code>||Creates a M3GM .oni from an .obj file
|-
|-
|<tt>-create:trbs <target directory> [-cel] [-normals] <filename></tt>||Creates a TRBS .oni in target directory from a .dae file
|<code>-create:trbs <destination directory> [-cel] [-normals] <DAE file></code>||Creates a TRBS .oni from a .dae file
|}
|}
The generic -extract commands can work with .oni files (a single file or several files, wildcards possible) or rip all the TXMP from a .dat file.
 
:TRBS and ONCC support additional -noanim and -anim options for -extract:dae, see [[AE:Importing character models|HERE]] for details.
Note on -noanim parameter: Normally OniSplit exports the character with an idle animation. If you use -noanim the character is exported in "I" pose, also the pelvis has the coordinates x=0, y=0, z=0.
::Imported geometry must only contain triangles. See [[AE:Importing character models|HERE]] for additional options (e.g., cel-shading)
 
====Levels====
====Levels====
OniSplit can convert AKEV files (level geometry) and the associated file types to and from DAE format:
OniSplit can convert AKEV files (level geometry) and the associated file types to and from DAE format:
{|
|<code>-extract:dae <destination directory> <AKEV.oni file></code>||Extracts 3D data in AKEV and related resources from dependencies into Collada file
|}


<tt>-extract:dae <target directory> <name of AKEV.oni source file></tt>  Extracts all AKEV and related instances to Collada files


The next two steps are used on a folder in which you have placed the DAE and XML-formatted instances of the required files, as well as textures in TGA format.  
The next two steps are used on a folder in which you have placed the DAE and XML-formatted instances of the required files, as well as textures in TGA format. See [http://oni.bungie.org/forum/viewtopic.php?id=1515 HERE] for details.
{|
|- valign="top"
|<code>-create <destination directory><br>[-genmipmaps] [-format:dxt1]<br><source directory></code>||Converts all AKEV and related instances to .oni files
|- valign="top"
|<code>-import:nosep <source directory><br><target file name>.dat</code>||The standard command for creating .dat/.raw files from .oni files (remember to use the import:sep option on Mac!)
|}


<tt>-create <target directory> -genmipmaps -format:dxt1 <source directory/>*.xml</tt>   Converts all AKEV and related instances to .oni files
====Sounds====
 
The sounds in Windows Oni are stored in WAV format, and on Macs are stored in AIFF format. This also means creating each of your SNDD files in both formats in order to work on both platforms.
<tt>-import:nosep <source directory> <target file name>.dat</tt>   The standard command for creating .dat/.raw files from .oni files (remember to use the import:sep option on Mac!)
{|
|<code>-extract:wav <destination directory> <dat/oni file></code>||Rips sound data from an SNDD .oni file (or all SNDDs from a .dat) as .wav files
|-
|<code>-extract:aif <destination directory> <dat/oni file></code>||Rips sound data from an SNDD .oni file (or all SNDDs from a .dat) as .aif files
|}


=====Misc=====
====Text====
Some more import/export functions, e.g., to rip sounds or rip/replace subtitles.
{|
{|
|<tt>-extract:wav <target directory> <filenames></tt>||Rips all SNDD as .aif into target folder from source .dat or .oni
|<code>-extract:txt <destination directory> <dat/oni file></code>||Rips text data from a SUBT .oni file (or all SUBTs from a .dat) as .txt files
|-
|<tt>-extract:aif <target directory> <filenames></tt>||Rips all SNDD as .aif into target folder from source .dat or .oni
|-
|<tt>-extract:txt <target directory> <filenames></tt>||Rips all SUBT as .txt into target folder from source .dat or .oni
|-
|-
|<tt>-create:subt <target directory> <filename></tt>||Creates a SUBT .oni file in target folder from a .txt file
|<code>-create:subt <destination directory> <TXT file></code>||Creates a SUBT .oni file from a .txt file
|}
|}
=====XML=====
 
One of the latest features is conversion of an .oni file (binary) into an XML metafile and back. XML files are more explicit and more readily editable.
====XML====
::Currently xml export/import is limited to files that do not have raw/sep parts. 2-way conversion is known to work for [[CONS]], [[DPge]], [[HPge]], [[IGHH]], [[IPge]], [[OBJC]], [[ONCC]], [[ONCV]], [[ONLD]], [[ONLV]], [[ONGS]], [[ONSK]], [[ONVL]], [[ONWC]], [[OPge]], [[PAR3]], [[PSpc]], [[PSpL]], [[PSUI]], [[TRAC]], [[TRAM]], [[TRIG]], [[TRGE]], [[TRMA]], [[TXMB]], [[TXMP]], [[WMCL]], [[WMDD]], [[WMM_]], [[WPge]].
One of the latest features is conversion of .oni files to and from an XML file, or an XML metafile and related 3rd-party format files. XML files are easier to read and edit.
:::For detailed examples and tutorials, see [[AE:XML|HERE]]
::Currently XML export/import is limited to files that do not have raw/sep parts. 2-way conversion is known to work for [[BINA]], [[CONS]], [[DOOR]], [[DPge]], [[FILM]], [[HPge]], [[IGHH]], [[IPge]], [[M3GM]], [[OBAN]], [[ONCC]], [[ONCV]], [[ONLD]], [[ONLV]], [[ONGS]], [[ONSK]], [[ONVL]], [[ONWC]], [[OPge]], [[OSBD]], [[PSpc]], [[PSpL]], [[PSUI]], [[TRAC]], [[TRAM]], [[TRIG]], [[TRGE]], [[TRMA]], [[TRSC]], [[TXMB]], [[TXMP]], [[WMCL]], [[WMDD]], [[WMM_]], [[WPge]].
:::For detailed examples and tutorials, see [[XML|HERE]]
{|
{|
|<tt>-extract:xml <target directory> <filenames></tt>||Extracts all instances to XML files
|<code>-extract:xml <destination directory> <oni file></code>||Extracts .oni file and all related resources to XML files and 3rd-party formats
|-
|-
|<tt>-create <target directory> <filename></tt>||Creates an .oni file in the target directory from an XML file
|<code>-create <destination directory> <XML file></code>||Creates an .oni file from an XML file
|}
|}


BIG NOTE OF WARNING: some of the above instance types (most importantly ONWC) contain geometry data (M3GM) embedded in them. The geometry can round-trip through xml but versions of OniSplit up to and including 0.9.26 produce an invalid .oni file that may cause Oni to crash.
====Blender support====
[[Blender]] by default has a number of issues with most of Oni's assets, however, OniSplit allows exporting them to Blender-readable files with the <tt>-blender</tt> flag.
 
For more detailed information on how to use the <tt>-blender</tt> flag, please check [[Importing_character_models#Blender-specific_OniSplit_information|Blender specific OniSplit information]].  
 
[[Category:Completed modding tools]][[Category:Bi-platform modding tools]][[Category:Modding tutorials]]

Latest revision as of 22:43, 5 December 2023

Before reading this page, it's a good idea to be familiar with basic Oni game data terminology.

OniSplit, written by Neo, is an integral part of the Anniversary Edition and an essential modding tool on its own. It is a command line tool which can import and export almost all kinds of Oni game data, including textures, sound, 3D models, level geometry and combat animations. Its name comes from its original purpose, which was breaking Oni's level data files into individual resources. Later, the ability to convert those resources' data between Oni's format and standard file formats was added. OniSplit incorporates the latest knowledge about Oni's game data, and it is currently the community's main modding tool.

Subpages: Change log (past versions), WIP notes (upcoming versions)

Getting it

Download links

  • Latest release of OniSplit: v0.9.99.2 (source code)
  • The current GUI for OniSplit is Vago. You should try the GUI to see if it does what you need before working with OniSplit on the command line.

Requirements

Workflow

OniSplit is used in up to four different stages when modding:

OUT Exporting - using the -export command, a level data file is broken into its component resources, .oni files.
Extracting - using the -extract commands, .oni files are converted to standard-format files that can be edited in various third-party programs.
IN
Creating - using the -create commands, standard-format files are converted into .oni files.
Importing - using the -import command, a folder of .oni files is combined into a level data file.

Note that "extracting" refers to a conversion from one format to another, but "exporting" only refers to the creation of .oni files from a .dat file. When exporting, no conversion or re-formatting is taking place; the data is simply being copied out of a .dat (any connected binary data in .raw/.sep files will be concatenated to the data from the .dat when making the .oni).

Beginner's tips

Commands

Conversion between .dat and .oni

-list <file name> Lists the named resources contained in a .dat (see HERE for info on unnamed resources)
-export <destination directory> <dat file> Breaks .dat file into .oni files
-export:<pattern> <destination directory> <dat file> Exports named resource (wildcards also allowed) from .dat file
-import <source directory> <new dat file> Compiles level files from source directory using the name you supply for the .dat file; tries to get target file format from source SNDD, but it's better to use the :sep or :nosep variants below
To create level5_Final.dat/.raw[/.sep] from the files in MyNewLevel\: OniSplit.exe -import C:\Oni\MyNewLevel\ C:\Oni\GameDataFolder\level5_Final.dat
-import:sep <source directory> <new dat file> Imports target file (.dat) from source directory; uses .dat/.raw/.sep format (Mac and PC Demo)
-import:nosep <source directory> <new dat file> Imports target file (.dat) from source directory; uses .dat/.raw format (PC retail)
Note that -import will search subdirectories too. If you find having hundreds or thousand of files .oni in one directory to be unmanageable you can always group them in subdirectories any way you like. The only exception is that a subdirectory named "noimport" or "_noimport" is always ignored.

Management of .oni files

Sometimes you want to move some .oni files out of a larger folder of .onis. You could do this manually, but OniSpit knows which files depend on others. It will also look for those dependencies in subfolders beneath the level of the file you supply the name of. The filename field supports wildcards. This is mostly used by the AE Installer rather than modders themselves.

-deps <oni file> Displays a list of .oni files that the specified .oni file depends on
-copy <destination directory> <oni file> Copies .oni file and its dependencies; skips file if it already exists at destination
-move <destination directory> <oni file> Moves an .oni file and its dependencies; skips file if it already exists at destination
-move:overwrite <destination directory> <oni file> Moves an .oni file and its dependencies; overwrites any existing .oni files
-move:delete <destination directory> <oni file> Moves an .oni file and its dependencies; doesn't overwrite; deletes source files

Conversion between .oni/.dat and 3rd party formats

Textures

Unless mentioned otherwise, source filenames support wildcards. See HERE for a detailed tutorial. The -extract commands can work with .oni files (a single file or several files if you use the wildcard), or rip all the TXMPs from a .dat file.

-extract:dds <destination directory> <dat/oni file> Extracts all textures (TXMP) from a Oni .dat/.oni file into DDS files
-extract:tga <destination directory> <dat/oni file> Extracts all textures (TXMP) from a Oni .dat/.oni file into TGA files
-extract:png <destination directory> <dat/oni file> Extracts all textures (TXMP) from a Oni .dat/.oni file into PNG files
-create:txmp <destination directory>
[-genmipmaps] [-nouwrap] [-novwrap]
[-format:bgr32|bgra32|bgr555|bgra5551|bgra4444|dxt1]
[-envmap:texture_name] <image file>
Creates .oni file from image file (PNG, TGA, or DDS)

Models

M3GMs, ONWCs, ONCCs can be exported to the Wavefront .obj and COLLADA .dae formats. For details see Importing character models and Importing weapon models. The generic -extract commands can work with .oni files (a single file, or several files if you use the wildcard), or rip all the TXMP from a .dat file. TRBS and ONCC support additional -noanim and -anim options for -extract:dae; see Importing character models for details. Imported geometry must only contain triangles.

-extract:obj <destination directory> <dat/oni file> Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Wavefront OBJ files
-extract:dae <destination directory> [-noanim] <dat/oni file> Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Collada DAE files
-create:m3gm <destination directory> [-tex:texture_name] <OBJ file> Creates a M3GM .oni from an .obj file
-create:trbs <destination directory> [-cel] [-normals] <DAE file> Creates a TRBS .oni from a .dae file

Note on -noanim parameter: Normally OniSplit exports the character with an idle animation. If you use -noanim the character is exported in "I" pose, also the pelvis has the coordinates x=0, y=0, z=0.

Levels

OniSplit can convert AKEV files (level geometry) and the associated file types to and from DAE format:

-extract:dae <destination directory> <AKEV.oni file> Extracts 3D data in AKEV and related resources from dependencies into Collada file


The next two steps are used on a folder in which you have placed the DAE and XML-formatted instances of the required files, as well as textures in TGA format. See HERE for details.

-create <destination directory>
[-genmipmaps] [-format:dxt1]
<source directory>
Converts all AKEV and related instances to .oni files
-import:nosep <source directory>
<target file name>.dat
The standard command for creating .dat/.raw files from .oni files (remember to use the import:sep option on Mac!)

Sounds

The sounds in Windows Oni are stored in WAV format, and on Macs are stored in AIFF format. This also means creating each of your SNDD files in both formats in order to work on both platforms.

-extract:wav <destination directory> <dat/oni file> Rips sound data from an SNDD .oni file (or all SNDDs from a .dat) as .wav files
-extract:aif <destination directory> <dat/oni file> Rips sound data from an SNDD .oni file (or all SNDDs from a .dat) as .aif files

Text

-extract:txt <destination directory> <dat/oni file> Rips text data from a SUBT .oni file (or all SUBTs from a .dat) as .txt files
-create:subt <destination directory> <TXT file> Creates a SUBT .oni file from a .txt file

XML

One of the latest features is conversion of .oni files to and from an XML file, or an XML metafile and related 3rd-party format files. XML files are easier to read and edit.

Currently XML export/import is limited to files that do not have raw/sep parts. 2-way conversion is known to work for BINA, CONS, DOOR, DPge, FILM, HPge, IGHH, IPge, M3GM, OBAN, ONCC, ONCV, ONLD, ONLV, ONGS, ONSK, ONVL, ONWC, OPge, OSBD, PSpc, PSpL, PSUI, TRAC, TRAM, TRIG, TRGE, TRMA, TRSC, TXMB, TXMP, WMCL, WMDD, WMM_, WPge.
For detailed examples and tutorials, see HERE
-extract:xml <destination directory> <oni file> Extracts .oni file and all related resources to XML files and 3rd-party formats
-create <destination directory> <XML file> Creates an .oni file from an XML file

Blender support

Blender by default has a number of issues with most of Oni's assets, however, OniSplit allows exporting them to Blender-readable files with the -blender flag.

For more detailed information on how to use the -blender flag, please check Blender specific OniSplit information.