XML:File types: Difference between revisions
Jump to navigation
Jump to search
Paradox-01 (talk | contribs) m (Updating the status of a few types. PS: Thanks for the on-going grammar checks.) |
(first pass at a rewrite, more later) |
||
Line 1: | Line 1: | ||
[[Image:XML.png|right]] | [[Image:XML.png|right]] | ||
Following is an overview of each data type's function, and whether it has XML | :''See [[Modding Oni]] for an introduction to modding.'' | ||
:''See [[XML]] for an introduction to XML modding.'' | |||
The '''XML''' namespace is devoted to explaining Oni's data types, originally documented in a technical byte-by-byte manner at [[OBD]], according to the more user-friendly format they appear in when exported by [[OniSplit]] as XML. Following is an overview of each data type's function, and whether it has XML documentation available. | |||
Documentation status: | Documentation status: | ||
Line 10: | Line 12: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|'''BINA/[[XML:BINA/ONIE|ONIE]]''' [[Image:Aqua Dot-Yellow.png]] | |'''BINA/[[XML:BINA/ONIE|ONIE]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: | : Oni Impact Effects. A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact (Impt) and the material (Mtrl) which is hit. | ||
|- | |- | ||
|'''BINA/[[XML:BINA/PAR3#XML_section|PAR3]]''' [[Image:Aqua Dot-Yellow.png]] | |'''BINA/[[XML:BINA/PAR3#XML_section|PAR3]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Particle ( | : Particle class (the "3" referring to the Particle subsystem's version number). A list of types of particles which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. A specific instance of a PAR3 class is a PART. | ||
|- | |- | ||
|'''BINA/[[XML:BINA/SABD|SABD]]''' [[Image:Aqua Dot-Yellow.png]] | |'''BINA/[[XML:BINA/SABD|SABD]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Sound | : Sound Animation Binary Data. A list of the sounds to be played for each animation type, according to the character variant (ONCV) and the type of animation (TRAM) that they are playing. | ||
|- | |- | ||
|'''BINA/[[XML:BINA/TMBD|TMBD]]''' [[Image:Aqua Dot-Green.png]] | |'''BINA/[[XML:BINA/TMBD|TMBD]]''' [[Image:Aqua Dot-Green.png]] | ||
: | : Texture Materials Binary Data. A list of the material (Mtrl) for each texture map (TXMP). Used by ONIE. | ||
|} | |} | ||
==OBJC== | ==OBJC== | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/CHAR|CHAR]]''' [[Image:Aqua Dot-Yellow.png]] {{Anchor|goto_CHAR}} | ||
: List of characters in a specific level | : List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/CMBT|CMBT]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: List of combat profiles for global use | : List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/CONS|CONS]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of consoles in a specific level | : List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of doors in a specific level | : 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 by a character who opens the door. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/FLAG|FLAG]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of flags in a specific level | : List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/FURN|FURN]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of furniture in a specific level. This file type can be | : List of pieces of furniture in a specific level. This file type can be used to import level objects. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/MELE|MELE]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: List of melee profiles for global use. | : List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/NEUT|NEUT]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of neutral behaviors in a specific level. Every character has melee, combat and | : List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/PART|PART]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of | : List of particles in a specific level, containing their position, script name and scaling. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/PATR|PATR]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of patrol paths in a specific level | : List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath". | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/PWRU|PWRU]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of | : List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:SNDD#BINACJBOSound.xml|SNDG]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: List of sound | : List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/TRGV|TRGV]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of trigger volumes in a specific level. They are invisible areas which trigger script | : List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/TRIG|TRIG]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of laser triggers in a specific level. There | : List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/TURR|TURR]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of turrets in a specific level. | : List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target. | ||
|- | |- | ||
|'''BINA/ | |'''BINA/OBJC/[[XML:BINA/OBJC/WEAP|WEAP]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of weapons in a specific level | : List of weapons in a specific level, determining their spawn location at level load. | ||
|} | |} | ||
==Others== | ==Others== | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| '''[[XML:AISA|AISA]]''' [[Image:Aqua Dot-Green.png]] | | '''[[XML:AISA|AISA]]''' [[Image:Aqua Dot-Green.png]] | ||
: AI | : AI Spawn Array. This file type was probably in the process of being replaced by BINA/CJBO/[[#goto_CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters. | ||
|- | |- | ||
|'''[[XML:ONLV|AKEV]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:ONLV|AKEV]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Akira Environment. It's the 3D level model. | : Akira Environment. It's the 3D level model. The AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]]. | ||
|- | |- | ||
|'''[[XML:CONS|CONS]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:CONS|CONS]]''' [[Image:Aqua Dot-Yellow.png]] | ||
Line 90: | Line 90: | ||
|- | |- | ||
|'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Diary page | : Diary page. | ||
|- | |- | ||
|'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]] | ||
: | : 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. ^_^ | ||
|- | |- | ||
|'''[[XML:HPge|HPge]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:HPge|HPge]]''' [[Image:Aqua Dot-Green.png]] | ||
Line 99: | Line 99: | ||
|- | |- | ||
|'''[[XML:IGHH|IGHH]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:IGHH|IGHH]]''' [[Image:Aqua Dot-Green.png]] | ||
: In-game HUD | : In-game HUD; your health bar, compass, etc. | ||
|- | |- | ||
|'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]] | ||
Line 105: | Line 105: | ||
|- | |- | ||
|'''[[XML:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Item page. If you have created a new item | : Item page. If you have created a new item, you can describe it here. | ||
|- | |- | ||
|'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Green.png]] | ||
:Geometry. Some of these 3D objects are used by OBANs and | :Geometry. Some of these 3D objects are used by OBANs and PAR3s. | ||
|- | |- | ||
|'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]] | ||
Line 114: | Line 114: | ||
|- | |- | ||
|'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]] | ||
:Object Animation. Yes, used by objects but also for moving characters and | :Object Animation. Yes, used by objects but also for moving characters and cutscene cameras. | ||
|- | |- | ||
|'''[[XML:OFGA|OFGA]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:OFGA|OFGA]]''' [[Image:Aqua Dot-Green.png]] | ||
:Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. | :Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.) | ||
|- | |- | ||
|'''[[XML:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Character | : Oni Character Class. Here a type of character (Konoko, Strikers, etc.) is assigned their weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model (TRBS), animation collection (TRAC), textures (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). | : The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA). | ||
|- | |- | ||
|'''[[XML:ONCV|ONCV]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:ONCV|ONCV]]''' [[Image:Aqua Dot-Green.png]] | ||
: Character variant. 1) It's used to | : Character variant. 1) It's used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variance in appearance. A flag in a CHAR determines which ONCV the character falls under. 2) It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR. | ||
|- | |- | ||
|'''[[XML:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]] | ||
: Game settings. There you can modify the | : Game settings (global). There you can modify the game's health bar, hypo spray strength, game difficulty, autoprompts (text messages when picking up a new kind of item), etc. | ||
|- | |- | ||
|'''[[XML:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Level descriptor. | : Level descriptor. The level name on the Load Game screen. | ||
|- | |- | ||
|'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]] | ||
:Oni | :Oni Level. Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA. | ||
|- | |- | ||
|'''[[XML:ONSK|ONSK]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:ONSK|ONSK]]''' [[Image:Aqua Dot-Green.png]] | ||
: Sky. It's | : Sky. 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. | ||
|- | |- | ||
|'''[[XML:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]] | ||
: Variant list of characters. It's used | : Variant list of characters. It's used to randomize characters' appearances. | ||
|- | |- | ||
|'''[[XML:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]] | ||
: Weapon class. | : Weapon class. Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP). | ||
|- | |- | ||
|'''[[XML:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Objective page. | : Objective page. This is the source of the text that appears in the Objective tab of the Pause screen. | ||
|- | |- | ||
|'''[[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) | :Oni Sound Binary Data. They determine how sounds (SNDD) get played. | ||
|- | |- | ||
|'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]] | ||
: Part | : Part Specification. Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts. | ||
|- | |- | ||
|'''[[XML:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]] | |'''[[XML:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]] | ||
Line 160: | Line 160: | ||
|- | |- | ||
|'''[[XML:StNA|StNA]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:StNA|StNA]]''' [[Image:Aqua Dot-Green.png]] | ||
: StNA files are obsolete. However, on its | : StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM. | ||
|- | |- | ||
|'''[[XML:SUBT|SUBT]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:SUBT|SUBT]]''' [[Image:Aqua Dot-Green.png]] | ||
: Subtitle Array. | : Subtitle Array. This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt. | ||
|- | |- | ||
|'''[[XML:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]] | ||
: Animation collection. | : Totoro Animation collection. Used to build a hierarchy of moves (TRAM) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from. | ||
|- | |- | ||
|'''[[XML:TRAM#list_of_tags.2C_types.2C_and_flags|TRAM]]''' [[Image:Aqua Dot-Yellow.png]] | |'''[[XML:TRAM#list_of_tags.2C_types.2C_and_flags|TRAM]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to | : Totoro Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particles, and so on, you need to edit the XML file afterwards, or create a [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor XML] beforehand. | ||
|- | |- | ||
| '''[[XML:TRAS|TRAS]]''' [[Image:Aqua Dot-Red.png]] | | '''[[XML:TRAS|TRAS]]''' [[Image:Aqua Dot-Red.png]] | ||
Line 175: | Line 175: | ||
|- | |- | ||
|'''[[XML:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]] | ||
: Totoro Body Set, in other words the | : Totoro Body Set, in other words the 3D model of a character. Character classes (ONCC) link to TRBS. The 3D data itself will be exported/imported as Collada (.dae) files. | ||
|- | |- | ||
|'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]] | ||
: | : Trigger Emitter class. This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG. | ||
|- | |- | ||
| '''[[XML:TRIG|TRIG]]''' | | '''[[XML:TRIG|TRIG]]''' | ||
: Laser | : (Laser) Trigger class. | ||
|- | |- | ||
|'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]] | ||
: | : Texture Map Array. Every [[XML:TRIA#Bones|body part]] of a character is covered by a texture. This file type holds the links to those textures. | ||
|- | |- | ||
|'''[[XML:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]] | |'''[[XML:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]] | ||
Line 190: | Line 190: | ||
|- | |- | ||
|'''[[XML:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]] | ||
: Big | : Texture Map (Big). A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens. | ||
|- | |- | ||
|'''[[XML:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]] | ||
: Texture | : Texture Map. Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB). | ||
|- | |- | ||
|'''[[XML:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]] | ||
: Console | : Text (Console). | ||
|- | |- | ||
|'''[[XML:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]] | |'''[[XML:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]] | ||
: Window | : Window Manager Cursor List. Mouse pointer(s). | ||
|- | |- | ||
|'''[[XML:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]] | |'''[[XML:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]] | ||
: Window | : Window Manager Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding. | ||
|- | |- | ||
|'''[[XML:WMM|WMM]]''' [[Image:Aqua Dot-Red.png]] | |'''[[XML:WMM|WMM]]''' [[Image:Aqua Dot-Red.png]] | ||
: Window | : Window Manager Menu. | ||
|- | |- | ||
|'''[[Xml:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]] | |'''[[Xml:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Weapon | : Weapon Page. This is the source for the text and images that appear in the Weapons tab of the pause screen. | ||
|} | |} | ||
[[Category:XML data docs]] | [[Category:XML data docs]] |
Revision as of 22:18, 5 April 2014
- See Modding Oni for an introduction to modding.
- See XML for an introduction to XML modding.
The XML namespace is devoted to explaining Oni's data types, originally documented in a technical byte-by-byte manner at OBD, according to the more user-friendly format they appear in when exported by OniSplit as XML. Following is an overview of each data type's function, and whether it has XML documentation available.
Documentation status:
BINA
BINA/ONIE
|
BINA/PAR3
|
BINA/SABD
|
BINA/TMBD
|
OBJC
BINA/OBJC/CHAR
|
BINA/OBJC/CMBT
|
BINA/OBJC/CONS
|
BINA/OBJC/DOOR
|
BINA/OBJC/FLAG
|
BINA/OBJC/FURN
|
BINA/OBJC/MELE
|
BINA/OBJC/NEUT
|
BINA/OBJC/PART
|
BINA/OBJC/PATR
|
BINA/OBJC/PWRU
|
BINA/OBJC/SNDG
|
BINA/OBJC/TRGV
|
BINA/OBJC/TRIG
|
BINA/OBJC/TURR
|
BINA/OBJC/WEAP
|
Others
AISA
|
AKEV
|
CONS
|
DOOR
|
DPge
|
FILM
|
HPge
|
IGHH
|
Impt
|
IPge
|
M3GM
|
Mtrl
|
OBAN
|
OFGA
|
ONCC
|
ONCV
|
ONGS
|
ONLD
|
ONLV
|
ONSK
|
ONVL
|
ONWC
|
OPge
|
OSBD
|
PSpc
|
PSpL
|
PSUI
|
StNA
|
SUBT
|
TRAC
|
TRAM
|
TRAS
|
TRBS
|
TRGE
|
TRIG
|
TRMA
|
TRSC
|
TXMB
|
TXMP
|
TxtC
|
WMCL
|
WMDD
|
WMM
|
WPge
|