XML:Basic tutorial: Difference between revisions
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===Others=== | ===Others=== | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| '''[[XML:AISA|AISA]]''' | |||
: AI spawn array. AISA is still used for a few cutscene characters, even though BINA/CJBO/CHAR has made it redundant. | |||
|- | |||
|'''[[XML:ONLV|AKEV]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:ONLV|AKEV]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Akira Environment. It's the 3D level model. You can take a look into it but it's not recommended to tweak this by hand. Instead edit the AKEV as dae file in a 3D editor like Mod Tool. | : Akira Environment. It's the 3D level model. You can take a look into it but it's not recommended to tweak this by hand. Instead edit the AKEV as dae file in a 3D editor like Mod Tool. | ||
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|'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Diary page. You what to write a page for a new level or alternative story then there you go. | : Diary page. You what to write a page for a new level or alternative story then there you go. | ||
|- | |||
| '''[[XML:DOOR|DOOR]]''' | |||
: Door class. | |||
|- | |- | ||
|'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]] | ||
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|- | |- | ||
|'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]] | ||
: Impact. This file is used to build up the hierarchy of impacts. See [[XML:BINA/ONIE|ONIE]] for more information. | : Impact. This file is used to build up the hierarchy of impacts. See [[XML:BINA/ONIE|BINA/ONIE]] for more information. | ||
|- | |- | ||
|'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Red.png]] | |'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Red.png]] | ||
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|- | |- | ||
|'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]] | ||
: Material. This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|ONIE]] for more information. | : Material. This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information. | ||
|- | |- | ||
|'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]] | ||
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|'''[[XML:SNDD#OSBD_information|OSBD]] [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:SNDD#OSBD_information|OSBD]] [[Image:Aqua Dot-Yellow.png]] | ||
:Oni Sound Binary Data. They determine how (SNDD) sound files get played. | :Oni Sound Binary Data. They determine how (SNDD) sound files get played. | ||
|- | |||
|'''[[XML:StNA|StNA]]''' [[Image:Aqua Dot-Red.png]] | |||
: StNA files are obsolete. However, on its name page are collections of flags used by TRAM. | |||
|- | |- | ||
|'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]] | ||
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|- | |- | ||
|'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]] | ||
: Laser trigger emitter. This file type holds the 3D model and it's coordinates. Used by TRIG. | : Laser trigger emitter class. This file type holds the 3D model and it's coordinates. Used by TRIG. | ||
|- | |||
| '''[[XML:TRIG|TRIG]]''' | |||
: Laser trigger class. | |||
|- | |- | ||
|'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]] |
Revision as of 17:15, 10 November 2012
XML tutorial for 2009-7 AE release
What is XML modding?
- Binary data becomes converted into more human-readable form which allows easier modding. All supported file types can be seen HERE.
Okay, what do I need?
- OniSplit will be your tool. It's part of AE. Installing AE spares you some work because it splits the level achieves right away and globalize some more data. Global data can be used in any level.
AE installed. What now?
- OniSplit cannot be opened in a classic way. But you are lucky. Now we have a GUI (graphical user interface) for it.
- Mac user will want to get "AETools"
- Install instructions are on same page.
- Windows user will want to get "OniSplit GUI" or Vago GUI
- Unpack and put the executables into your "GameDataFolder" inside "edition" folder.
- Mac user will want to get "AETools"
What mod possibilities do I have?
- See HERE again. It's an overview what you could do. But note that some types can be more difficult to mod than other.
- If you need some ideas look at this page: modding brainstorms.
- If you want to contribute AE: bug-fixes and feature requests.
- Check also AE's current To-Do page and maybe there are fields that need a modder.
Is there an easy exercise to get me started?
- Just see at the following table. Read left side if you use a Macintosh PC, read right side if you use a Windows PC.
converting an ONI file into an XML file | |||
---|---|---|---|
Open Edition's AETools_Data folder and create a new folder named "ONIfiles".
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Open Edition's GameDataFolder and create two new folders named "XML" and "ONI".
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||
modifing the XML file | |||
Open the extracted file with a simple text editor. Search for "HasSupershield" tag and set its value to "1". Save file. | Open the extracted file with a simple text editor. Search for "HasSupershield" tag and set its value to "1". Save file. | ||
creating the ONI file | |||
Choose "Convert" tab. Now click onto "Select File(s) for Conversion" button and mark "ONCCk4_L.xml". Click "Choose" button. Then click "Select Destination Folder". Search for your ONIfiles folder, mark it, and click "Choose button."
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Goto "XML -> ONI" section. Click first browse button and search for "ONCCk4_L.xml" inside the XML folder. Click second browse button and choose the ONI folder as target. Now click on Convert button.
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creating and installing a mod package | |||
Choose "Package" tab.
The GUI is actually pretty much self-explaining.
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|
Click on GUI's "AE Package" tab.
Browse Edition's GameDataFolder and choose the ONI folder as source folder. Browse Edition's install folder and choose the package folder as target.
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|
testing the modification | |||
Let's test our modification. Therefore we start TCTF HQ redux (pre-last level). The supershield becomes automatically switched on at 51% overpower (301 healh points). "chenille" cheat works too. | Let's test our modification. Therefore we start TCTF HQ redux (pre-last level). The supershield becomes automatically switched on at 51% overpower (301 healh points). "chenille" cheat works too. |
supported file types
Question: "I want to modify files in chapter X. But what level archive is that?"
Answer: "Check out this overview."
XML documentation status:
OBJC
BINA/OBCJ/CHAR
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BINA/OBCJ/CONS
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BINA/OBCJ/CMBT
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BINA/OBCJ/DOOR
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BINA/OBCJ/FLAG
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BINA/OBCJ/FURN
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BINA/OBCJ/MELE
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BINA/OBCJ/NEUT
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BINA/OBCJ/PART
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BINA/OBCJ/PATR
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BINA/OBCJ/PWRU
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BINA/OBCJ/SNDG
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BINA/OBCJ/TRGV
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BINA/OBCJ/TRIG
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BINA/OBCJ/TURR
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BINA/OBCJ/WEAP
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BINA
BINA/ONIE
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BINA/PAR3
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BINA/SABD
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BINA/TMBD
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Others
AISA
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AKEV
|
CONS
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DPge
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DOOR
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FILM
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HPge
|
IGHH
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IPge
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Impt
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M3GM
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Mtrl
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OBAN
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ONCC
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ONCV
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ONGS
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ONLD
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ONLV
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ONSK
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ONVL
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ONWC
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OPge
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OSBD
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StNA
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PSpc
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PSpL
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PSUI
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SUBT
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TRAC
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TRAM
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TRAS
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TRBS
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TRGE
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TRIG
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TRMA
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TRSC
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TXMB
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TXMP
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TxtC
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WMCL
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WMDD
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WMM
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WPge
|
working with XML files: good to know
- capitalization rules (use of capital and small initial letters): You need to care about it because also Onisplit does.
- text position in a line: most tags have some distance towards line begin. It is not needed but preserve the overview.
- structure: some tags have children. Destroying the structure doesn't affect the reconversion but it is not good for the overview. Example:
good:
<Instance id="4" type="IGSA"> <Strings> <Link>#7</Link> </Strings> </Instance>
bad:
<Instance id="4" type="IGSA"><Strings><Link>#7</Link></Strings></Instance>
- code folding: A simple text editor (and being aware of the search function) is actually enough to work with Oni's xml. Anyway, big files might be easier to handle with code folding. So, if you like code folding, you maybe try Microsoft Visual ... Express (PC) or Xcode (Mac). Both are for free.
- You can fold whole instances and parent tags.
- Folded code can be previewed in Microsoft Visual Express applications. Xcode provides an extra scroll popup.
Windows |
way without Windows GUI: window address bar
Put the newest OniSplit.exe into the "edition\GameDataFolder" folder and use the window's address bar (that's where you can see the directory in full length).
Delete that address, type (for example) the code below, and hit enter.
onisplit -extract:xml xml_dir level0_Final/ONCCkonoko*.oni
The star is good for mess extraction/creation and good for shorten long unique file names. ("ONCCkonoko_generic" will be extracted in new folder "edition\GameDataFolder\xml_dir".)
It's also a good idea to keep the code in a temporary opened text file. There you can easily modify the code for other files and doesn't need you to type it from beginning into the address bar. (Be aware of Windows' short cut "CTRL + C" for coping marked text and "CTRL + V" for pasting text.)
way without Mac GUI: the terminal
Put the newest OniSplit.exe into the "Oni/GameDataFolder" folder.
Open the Terminal program then "change directory" to the GameDataFolder (Type "cd " then drag the GameDataFolder into the Terminal window, now press the RETURN key)
At this point you can enter the OniSplit commands, such as:
mono onisplit.exe -extract:xml xml_dir level0_Final/ONCCkonoko*.oni
("ONCCkonoko_generic" will be extracted in new folder "GameDataFolder/xml_dir".)
XML advanced tutorial
Read on HERE.