XML:Basic tutorial: Difference between revisions
Paradox-01 (talk | contribs) m (must ... stop .. editing) |
Paradox-01 (talk | contribs) m (fixing some links) |
||
Line 205: | Line 205: | ||
===OBJC=== | ===OBJC=== | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]] | |||
Akira Environment. 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. | |||
|- | |||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/CHAR|CHAR]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: List of characters in a specific level. There you can setup their position, script name, weapon, ammunition, items, team, combat, melee id, etc.. | : List of characters in a specific level. There you can setup their position, script name, weapon, ammunition, items, team, combat, melee id, etc.. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/CONS|CONS]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of consoles in a specific level. There you can setup their position, script name (Id), screen images, and script functions. Basically they are used to open doors. | : List of consoles in a specific level. There you can setup their position, script name (Id), screen images, and script functions. Basically they are used to open doors. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/CMBT|CMBT]]''' [[Image:Aqua Dot-Red.png]] | ||
: List of combat profiles for global use. There you can set AI's conditions for hand-to-hand, weapon combat, and retreat - in dependence of distances and enemy's counterattack. | : List of combat profiles for global use. There you can set AI's conditions for hand-to-hand, weapon combat, and retreat - in dependence of distances and enemy's counterattack. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of doors in a specific level. There you write conditions when a door opens (or not), and what events are triggered by a character who come passes/comes near the door. | : List of doors in a specific level. There you write conditions when a door opens (or not), and what events are triggered by a character who come passes/comes near the door. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/FLAG|FLAG]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of flags in a specific level. There you can setup their position. They are used by script commands and patrol paths. | : List of flags in a specific level. There you can setup their position. They are used by script commands and patrol paths. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/FURN|FURN]]''' [[Image:Aqua Dot-Red.png]] | ||
: List of furniture in a specific level. This file type can be useful to import level objects. | : List of furniture in a specific level. This file type can be useful to import level objects. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/MELE|MELE]]''' [[Image:Aqua Dot-Red.png]] | ||
: List of melee profiles for global use. It means how the AI use it's combat moves. | : List of melee profiles for global use. It means how the AI use it's combat moves. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/NEUT|NEUT]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of neutral behaviors in a specific level. Every character has melee, combat and netral behavior Id. It determines whether a non-player character (NPC) talks to you or not, this includes also rewards you could get from such characters. | : List of neutral behaviors in a specific level. Every character has melee, combat and netral behavior Id. It determines whether a non-player character (NPC) talks to you or not, this includes also rewards you could get from such characters. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/PART|PART]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of particle in a specific level. There you can setup their position, script name and scaling. | : List of particle in a specific level. There you can setup their position, script name and scaling. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/PATR|PATR]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of patrol paths in a specific level. A patrol path has an Id which is used by CHAR and script command "ai2_dopath". | : List of patrol paths in a specific level. A patrol path has an Id which is used by CHAR and script command "ai2_dopath". | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/PWRU|PWRU]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of powerups (items, e.g. hyposprays) in a specific level which are spawned at level load. There you can setup their position. | : List of powerups (items, e.g. hyposprays) in a specific level which are spawned at level load. There you can setup their position. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:SNDD#BINACJBOSound.xml|SNDG]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: List of sound "groups" (spheres) in a specific level. It used to create sound spheres. Come near a machine and you might hear a sound, that's because of SNDG. | : List of sound "groups" (spheres) in a specific level. It used to create sound spheres. Come near a machine and you might hear a sound, that's because of SNDG. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[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 functions, this depends on character's team Id. | : List of trigger volumes in a specific level. They are invisible areas which trigger script functions, this depends on character's team Id. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/TRIG|TRIG]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of laser triggers in a specific level. There exist several forms and can trigger not only script functions. | : List of laser triggers in a specific level. There exist several forms and can trigger not only script functions. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/TURR|TURR]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of turrets in a specific level. Not that their pods are part of the level geometry. Spawn one additional and it might be located somewhere in the air. Basicly you can setup their head's position, the weapon inside the turrent head, and the team Id which is the target. | : List of turrets in a specific level. Not that their pods are part of the level geometry. Spawn one additional and it might be located somewhere in the air. Basicly you can setup their head's position, the weapon inside the turrent head, and the team Id which is the target. | ||
|- | |- | ||
|'''BINA/OBCJ/[[ | |'''BINA/OBCJ/[[XML:BINA/OBJC/WEAP|WEAP]]''' [[Image:Aqua Dot-Green.png]] | ||
: List of weapons in a specific level which are spawned at level load. Actually only the position of them is set there. | : List of weapons in a specific level which are spawned at level load. Actually only the position of them is set there. | ||
|} | |} | ||
Line 260: | Line 260: | ||
===BINA=== | ===BINA=== | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|'''BINA/[[ | |'''BINA/[[XML:BINA/ONIE|ONIE]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: ONIE is a list of all impacts effects which can happen in the game. That includes weapon particle, hand-to-hand combat and movements. The impact effects depends on source type and the material which is hit. | : ONIE is a list of all impacts effects which can happen in the game. That includes weapon particle, hand-to-hand combat and movements. The impact effects depends on source type and the material which is hit. | ||
|- | |- | ||
|'''BINA/[[ | |'''BINA/[[XML:BINA/PAR3#XML_section|PAR3]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: 3D particle, also known as 3RAP and PART files. Particle are used as weapon's damage doer, decals and light effects. | : 3D particle, also known as 3RAP and PART files. Particle are used as weapon's damage doer, decals and light effects. | ||
|- | |- | ||
|'''BINA/[[ | |'''BINA/[[XML:BINA/SABD|SABD]]''' [[Image:Aqua Dot-Red.png]] | ||
: Sound Animations Binary Data. | |||
|- | |||
|'''BINA/[[XML:BINA/TMBD|TMBD]]''' [[Image:Aqua Dot-Green.png]] | |||
: TMBD is a list of all materials in the game which groups texture map under them. That way environment gets materials which are used by ONIE. | : TMBD is a list of all materials in the game which groups texture map under them. That way environment gets materials which are used by ONIE. | ||
|} | |} | ||
Line 273: | Line 276: | ||
===Others=== | ===Others=== | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|'''[[ | |'''[[XML:CONS|CONS]]''' [[Image:Aqua Dot-Red.png]] | ||
: Console | : Console class. | ||
|- | |- | ||
|'''[[ | |'''[[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:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]] | ||
: Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^ | : Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^ | ||
|- | |- | ||
|'''[[ | |'''[[XML:HPge|HPge]]''' [[Image:Aqua Dot-Red.png]] | ||
: Help page. | : Help page. | ||
|- | |- | ||
|'''[[ | |'''[[XML:IGHH|IGHH]]''' [[Image:Aqua Dot-Red.png]] | ||
: In-game HUD. That's your health bar, compass, etc.. | : In-game HUD. That's your health bar, compass, etc.. | ||
|- | |- | ||
|'''[[ | |'''[[XML:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Item page. If you have created a new item then there you can describe it, give warnings, whatever. | : Item page. If you have created a new item then there you can describe it, give warnings, whatever. | ||
|- | |- | ||
|'''[[ | |'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]] | ||
: Impact. This file is used to build up the hierarchy of impacts. See [[ | : Impact. This file is used to build up the hierarchy of impacts. See [[XML:BINA/ONIE|ONIE]] for more information. | ||
|- | |- | ||
|'''[[ | |'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Red.png]] | ||
:Geometry. Some of these 3D objects are used by OBANs and PAR3 files. | :Geometry. Some of these 3D objects are used by OBANs and PAR3 files. | ||
|- | |- | ||
|'''[[ | |'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]] | ||
: Material. This file is used to build up the hierarchy of materials. See [[ | : Material. This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|ONIE]] for more information. | ||
|- | |- | ||
|'''[[ | |'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]] | ||
:Object Animation. Yes, used by objects but also for moving characters and cutsceen cams. | :Object Animation. Yes, used by objects but also for moving characters and cutsceen cams. | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Character class. It contains weapon skills, behavior Ids, view radius, jump power, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more. | : Character class. It contains weapon skills, behavior Ids, view radius, jump power, 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]] | ||
: Character variant. 1) It's used to build up the hierarchy of randomness pools. Some characters with different appearance can form a pool for randomness. A flag in CHAR determinze if a character use one of these pools. 2) It can be also used to upgrade characters on difficult level hard - enabled by a flag in CHAR. | : Character variant. 1) It's used to build up the hierarchy of randomness pools. Some characters with different appearance can form a pool for randomness. A flag in CHAR determinze if a character use one of these pools. 2) It can be also used to upgrade characters on difficult level hard - enabled by a flag in CHAR. | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]] | ||
: Game settings. There you can modify the values of the health bar, hypospray strength, game difficult setting, at what distance item glow is displayed, and autoprompts (text message when picking up a new kind of item). | : Game settings. There you can modify the values of the health bar, hypospray strength, game difficult setting, at what distance item glow is displayed, and autoprompts (text message when picking up a new kind of item). | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]] | ||
: Level descriptor. In other words it is the level name in the save game menu. | : Level descriptor. In other words it is the level name in the save game menu. | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]] | ||
:Oni Game Level. Holds among other things: BSL folder name (<Name>), AKEV (Akira Environment) link, ONSK (Oni sky) link, and a link to AISA (AI Character Setup Array which is a bit obsolent because of [[ | :Oni Game Level. Holds among other things: BSL folder name (<Name>), AKEV (Akira Environment) link, ONSK (Oni sky) link, and a link to AISA (AI Character Setup Array which is a bit obsolent because of [[XML:BINA/OBJC/CHAR|CHAR]]). | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONSK|ONSK]]''' [[Image:Aqua Dot-Red.png]] | ||
: Sky. It's designed as a box so you will need five images: for top, north, east, south and west. The bottom has no image. | : Sky. It's designed as a box so you will need five images: for top, north, east, south and west. The bottom has no image. | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]] | ||
: Variant list of characters. It's used for randomize characters' appearance. | : Variant list of characters. It's used for randomize characters' appearance. | ||
|- | |- | ||
|'''[[ | |'''[[XML:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]] | ||
: Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures. | : Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures. | ||
|- | |- | ||
|'''[[ | |'''[[XML:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Objective page. That's the place where you can write the objective for a new or modified level. | : Objective page. That's the place where you can write the objective for a new or modified level. | ||
|- | |- | ||
|'''[[ | |'''[[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:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]] | ||
: Part specification. Oni can decorate a page (OPge, TxtC, maybe other too) with images from one source. You write coordinates there which means these parts. | : Part specification. Oni can decorate a page (OPge, TxtC, maybe other too) with images from one source. You write coordinates there which means these parts. | ||
|- | |- | ||
|'''[[ | |'''[[XML:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]] | ||
: Part specification list. | : Part specification list. | ||
|- | |- | ||
|'''[[ | |'''[[XML:PSUI|PSUI]]''' [[Image:Aqua Dot-Red.png]] | ||
: Part Specifications UI (User Interface). | : Part Specifications UI (User Interface). | ||
|- | |- | ||
Line 346: | Line 349: | ||
: Subtitle Array. Those SUBT files can't be extracted as xml but txt. SUBT has a link so you are simply aware of it. | : Subtitle Array. Those SUBT files can't be extracted as xml but txt. SUBT has a link so you are simply aware of it. | ||
|- | |- | ||
|'''[[ | |'''[[XML:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]] | ||
: Animation collection. Every character can move and fight thanks to a collection. | : Animation collection. Every character can move and fight thanks to a collection. | ||
|- | |- | ||
|'''[[ | |'''[[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 particle and so on you need to edit the xml file afterwards or you create [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor xml] before. | : Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particle and so on you need to edit the xml file afterwards or you create [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor xml] before. | ||
|- | |- | ||
|'''[[ | | '''[[XML:TRAS|TRAS]]''' [[Image:Aqua Dot-Red.png]] | ||
: Totoro Aiming Screen. Used for make characters aim with weapons. | |||
|- | |||
|'''[[XML:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]] | |||
: Totoro Body Set, in other words the 3d model of a character. ONCC (character class) files links to TRBS. The 3d data itself will be exported/imported as dae files. | : Totoro Body Set, in other words the 3d model of a character. ONCC (character class) files links to TRBS. The 3d data itself will be exported/imported as dae files. | ||
|- | |- | ||
|'''[[ | |'''[[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. This file type holds the 3D model and it's coordinates. Used by TRIG. | ||
|- | |- | ||
|'''[[ | |'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]] | ||
: Character's texture map array. Every [[ | : Character's texture map array. Every [[XML:TRIA#Bones|body part]] is covered by textures. This file type holds links to those textures. | ||
|- | |- | ||
|'''[[ | |'''[[XML:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]] | ||
:Screen | :Totoro Aiming Screen Collection. Used for make characters aim with weapons. | ||
|- | |- | ||
|'''[[ | |'''[[XML:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]] | ||
: Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images. | : Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images. | ||
|- | |- | ||
|'''[[ | |'''[[XML:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]] | ||
: Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.) | : Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.) | ||
|- | |- | ||
|'''[[ | |'''[[XML:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]] | ||
: Console text. Each time you access a console you get a text page. That's TxtC. | : Console text. Each time you access a console you get a text page. That's TxtC. | ||
|- | |- | ||
|'''[[ | |'''[[XML:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]] | ||
: Window menu cursor list. Mouse pointer(s). | : Window menu cursor list. Mouse pointer(s). | ||
|- | |- | ||
|'''[[ | |'''[[XML:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]] | ||
: Window Menu Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding. | : Window Menu 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]] | ||
: Window menu menu. | : Window menu menu. | ||
|- | |- | ||
|'''[[ | |'''[[Xml:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]] | ||
: Weapon page. That's the place where you can write descriptions page about a specific weapon. | : Weapon page. That's the place where you can write descriptions page about a specific weapon. | ||
|} | |} |
Revision as of 13:25, 7 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".
|
Open Edition's GameDataFolder and create two new folders named "XML" and "ONI".
|
||
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."
|
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.
|
||
creating and installing a mod package | |||
Choose "Package" tab.
The GUI is actually pretty much self-explaining.
|
|
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.
|
|
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
In which level is chapter X and its files I'm searching for stored? See HERE.
XML documentation status:
OBJC
ONLV
Akira Environment. 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. |
BINA/OBCJ/CHAR
|
BINA/OBCJ/CONS
|
BINA/OBCJ/CMBT
|
BINA/OBCJ/DOOR
|
BINA/OBCJ/FLAG
|
BINA/OBCJ/FURN
|
BINA/OBCJ/MELE
|
BINA/OBCJ/NEUT
|
BINA/OBCJ/PART
|
BINA/OBCJ/PATR
|
BINA/OBCJ/PWRU
|
BINA/OBCJ/SNDG
|
BINA/OBCJ/TRGV
|
BINA/OBCJ/TRIG
|
BINA/OBCJ/TURR
|
BINA/OBCJ/WEAP
|
BINA
BINA/ONIE
|
BINA/PAR3
|
BINA/SABD
|
BINA/TMBD
|
Others
CONS
|
DPge
|
FILM
|
HPge
|
IGHH
|
IPge
|
Impt
|
M3GM
|
Mtrl
|
OBAN
|
ONCC
|
ONCV
|
ONGS
|
ONLD
|
ONLV
|
ONSK
|
ONVL
|
ONWC
|
OPge
|
OSBD
|
PSpc
|
PSpL
|
PSUI
|
SUBT
|
TRAC
|
TRAM
|
TRAS
|
TRBS
|
TRGE
|
TRMA
|
TRSC
|
TXMB
|
TXMP
|
TxtC
|
WMCL
|
WMDD
|
WMM
|
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.