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".