XML:File types: Difference between revisions

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(filling in file names and location, correcting (hopefully all of) my mistakes)
(filling in type names, finishing rewrite of text)
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|global
|global
|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|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}}
|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|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}}
{{XMLtype|BINA/PAR3|Particle class
{{XMLtype|BINA/PAR3|Particle
|some
|some
|BINA3RAP...
|BINA3RAP...
|global
|global
|A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}}
|A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}}
{{XMLtype|BINA/SABD|Sound Animation Binary Data
{{XMLtype|BINA/SABD|Sound Animation
|some
|some
|BINADBAS...
|BINADBAS...
|global
|global
|A list of the sounds to be played for an animation type. There is one of these for each character variant ([[#ONCV|ONCV]]).}}
|A list of the sounds to be played for an animation type. There is one of these for each character variant ([[#ONCV|ONCV]]).}}
{{XMLtype|position=bottom|BINA/TMBD|Texture Materials Binary Data
{{XMLtype|position=bottom|BINA/TMBD|Texture Materials
|yes
|yes
|BINADBMTTextureMaterials
|BINADBMTTextureMaterials
Line 50: Line 50:
!width="200px" align="left" style="background-color:#EEEEEE"|File
!width="200px" align="left" style="background-color:#EEEEEE"|File
!align="left" style="background-color:#EEEEEE"|Location
!align="left" style="background-color:#EEEEEE"|Location
{{XMLtype|BINA/OBJC/CHAR|
{{XMLtype|BINA/OBJC/CHAR|Characters
|some
|some
|BINACJBOCharacter
|BINACJBOCharacter
|local
|local
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}}
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}}
{{XMLtype|BINA/OBJC/CMBT|
{{XMLtype|BINA/OBJC/CMBT|Combat
|some
|some
|BINACJBOCombat
|BINACJBOCombat
|global
|global
|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.}}
|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.}}
{{XMLtype|BINA/OBJC/CONS|
{{XMLtype|BINA/OBJC/CONS|Consoles
|yes
|yes
|BINACJBOConsole
|BINACJBOConsole
|local
|local
|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.}}
|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.}}
{{XMLtype|BINA/OBJC/DOOR|
{{XMLtype|BINA/OBJC/DOOR|Doors
|yes
|yes
|BINACJBODoor
|BINACJBODoor
|local
|local
|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.}}
|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.}}
{{XMLtype|BINA/OBJC/FLAG|
{{XMLtype|BINA/OBJC/FLAG|Flags
|yes
|yes
|BINACJBOFlag
|BINACJBOFlag
|local
|local
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}}
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}}
{{XMLtype|BINA/OBJC/FURN|
{{XMLtype|BINA/OBJC/FURN|Furniture
|yes
|yes
|BINACJBOFurniture
|BINACJBOFurniture
|local
|local
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}}
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}}
{{XMLtype|BINA/OBJC/MELE|
{{XMLtype|BINA/OBJC/MELE|Melee
|some
|some
|BINACJBOMelee Profile
|BINACJBOMelee Profile
|global
|global
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}}
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}}
{{XMLtype|BINA/OBJC/NEUT|
{{XMLtype|BINA/OBJC/NEUT|Neutral
|yes
|yes
|BINACJBONeutral
|BINACJBONeutral
|local
|local
|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.}}
|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.}}
{{XMLtype|BINA/OBJC/PART|
{{XMLtype|BINA/OBJC/PART|Particles
|yes
|yes
|BINACJBOParticle
|BINACJBOParticle
|local
|local
|List of particles in a specific level, containing their position, script name and scaling.}}
|List of particles in a specific level, containing their position, script name and scaling.}}
{{XMLtype|BINA/OBJC/PATR|
{{XMLtype|BINA/OBJC/PATR|Patrol Paths
|yes
|yes
|BINACJBOPatrol Path
|BINACJBOPatrol Path
|local
|local
|List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".}}
|List of patrol paths in a specific level, containing an ID which is used by [[#CHAR|CHAR]] and the scripting command "ai2_dopath".}}
{{XMLtype|BINA/OBJC/PWRU|
{{XMLtype|BINA/OBJC/PWRU|PowerUps
|yes
|yes
|BINACJBOPowerUp
|BINACJBOPowerUp
|local
|local
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}}
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}}
{{XMLtype|BINA/OBJC/SNDG|
{{XMLtype|BINA/OBJC/SNDG|Sound Groups
|some
|some
|BINACJBOSound
|BINACJBOSound
|local
|local
|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.}}
|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 a sound group.}}
{{XMLtype|BINA/OBJC/TRGV|
{{XMLtype|BINA/OBJC/TRGV|Trigger Volumes
|yes
|yes
|BINACJBOTrigger Volume
|BINACJBOTrigger Volume
|local
|local
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.}}
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script when entered.}}
{{XMLtype|BINA/OBJC/TRIG|
{{XMLtype|BINA/OBJC/TRIG|Triggers
|yes
|yes
|BINAJCBOTrigger
|BINAJCBOTrigger
|local
|local
|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.}}
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets ([[#TURR|TURR]]), but also script functions in the level.}}
{{XMLtype|BINA/OBJC/TURR|
{{XMLtype|BINA/OBJC/TURR|Turrets
|yes
|yes
|BINACJBOTurret
|BINACJBOTurret
|local
|local
|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.}}
|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.}}
{{XMLtype|position=bottom|BINA/OBJC/WEAP|
{{XMLtype|position=bottom|BINA/OBJC/WEAP|Weapons
|yes
|yes
|BINACJBOWeapon
|BINACJBOWeapon
Line 139: Line 139:
!width="200px" align="left" style="background-color:#EEEEEE"|File
!width="200px" align="left" style="background-color:#EEEEEE"|File
!align="left" style="background-color:#EEEEEE"|Location
!align="left" style="background-color:#EEEEEE"|Location
{{XMLtype|AISA|
{{XMLtype|AISA|AI Character Setup Array
|yes
|yes
|AISAlevel##_scripts
|AISAlevel##_scripts
|local
|local
|This file type was probably in the process of being replaced by BINA/CJBO/[[#CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters.}}
|This file type was probably in the process of being replaced by [[#BINA/CJBO/CHAR|CHAR]] when Oni shipped, but it is still used for a few cutscene characters.}}
{{XMLtype|AKEV|
{{XMLtype|AKEV|Akira Environment
|some
|some
|AKEV...
|AKEV...
|local
|local
|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]].}}
|It's the 3D level model (linking to many subtypes for the actual 3D data -- AABB, ABNA, AGDB, AGQG, AGQC, AGQR, AKAA, AKBA, AKBP, AKDA, AKOT, AKVA, IDXA, PLEA, PNTA, TXCA, and TXMA). This type exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]].}}
{{XMLtype|CONS|
{{XMLtype|CONS|Console
|some
|some
|CONSconsole...
|CONSconsole...
|global
|global
|Console class.}}
|There are only three of these models for the consoles used in all of Oni, as documented in [[Console]], though the picture ([[#TXMP|TXMP]]) displayed on a specific console varies.}}
{{XMLtype|DOOR|
{{XMLtype|DOOR|Door
|yes
|yes
|DOOR...
|DOOR...
|global
|global
|Door class.}}
|There are 48 types of doors, defined globally for use in the levels.}}
{{XMLtype|DPge|
{{XMLtype|DPge|Diary Page
|yes
|yes
|DPgelev_##_pg_##
|DPgelev_##_pg_##
|global
|global
|Diary page.}}
|As seen in the Diary tab of the Pause screen.}}
{{XMLtype|FILM|
{{XMLtype|FILM|Film
|yes
|yes
|FILM...
|FILM...
|local
|local
|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. ^_^}}
|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. ^_^}}
{{XMLtype|HPge|
{{XMLtype|HPge|Help Page
|yes
|yes
|HPgehelp_pg_01
|HPgehelp_pg_01
|global
|global
|Help page. There is only one.}}
|The Help tab of the Pause screen labels the in-game UI and reminds the player of the controls (but only the default bindings, regardless of what the player is actually using...).}}
{{XMLtype|IGHH|
{{XMLtype|IGHH|IGUI (In-Game User Interface) HUD Help
|yes
|yes
|IGHHhud_help_info
|IGHHhud_help_info
|global
|global
|In-game HUD; your health bar, compass, etc.}}
|The Help tab of the Pause screen labels the in-game UI using the text found here and the overlay textures it links to.}}
{{XMLtype|Impt|
{{XMLtype|Impt|Impact
|yes
|yes
|Impt...
|Impt...
|global
|global
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
{{XMLtype|IPge|
{{XMLtype|IPge|Item Page
|yes
|yes
|IPge...
|IPge...
|local
|local
|Item page. If you have created a new item, you can describe it here.}}
|As items are picked up, their Item Pages are displayed on the Items tab of the Pause screen.}}
{{XMLtype|M3GM|
{{XMLtype|M3GM|Geometry
|yes
|yes
|M3GM...
|M3GM...
|both
|both
|Some of these 3D objects are used by OBANs and PAR3s.}}
|Some of these 3D objects are used by [[#OBAN|OBAN]] and [[#PAR3|PAR3]].}}
{{XMLtype|Mtrl|
{{XMLtype|Mtrl|Material
|yes
|yes
|Mtrl...
|Mtrl...
|global
|global
|This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.}}
|These files is used to build up the hierarchy of materials. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
{{XMLtype|OBAN|
{{XMLtype|OBAN|Object Animation
|yes
|yes
|OBAN...
|OBAN...
|both
|both
|Yes, used by objects but also for moving characters and cutscene cameras.}}
|Yes, this is used to animate objects, but also characters and cutscene cameras.}}
{{XMLtype|OFGA|
{{XMLtype|OFGA|Object Furniture Geometry Array
|yes
|yes
|OFGA...
|OFGA...
|N/A
|N/A
|Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.)}}
|Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.)}}
{{XMLtype|ONCC|
{{XMLtype|ONCC|Oni Character Class
|some
|some
|ONCC...
|ONCC...
|local
|local
|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.
|Here a type of character (Konoko, Striker, etc.) is assigned its weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model ([[#TRBS|TRBS]]), animation collection ([[#TRAC|TRAC]]), textures ([[#TRMA|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).)}}
{{XMLtype|ONCV|Oni Character Variant
{{XMLtype|ONCV|
|yes
|yes
|ONCV...
|ONCV...
|global
|global
|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.)}}
|Used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variation in appearance. A flag in a [[#CHAR|CHAR]] determines which variant the character falls under. It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)}}
{{XMLtype|ONGS|
{{XMLtype|ONGS|Oni Game Settings
|yes
|yes
|ONGSgame_settings
|ONGSgame_settings
|global
|global
|Here 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.}}
|Here 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.}}
{{XMLtype|ONLD|
{{XMLtype|ONLD|Oni Game Level Descriptor
|some
|some
|ONLDlevel_##
|ONLDlevel_##
|global
|global
|The level name on the Load Game screen.}}
|Contains the level's number, the number of the next level, and the level's name as it appears on the Load Game screen.}}
{{XMLtype|ONLV|
{{XMLtype|ONLV|Oni Game Level
|some
|some
|ONLV...
|ONLV...
|local
|local
|Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.}}
|Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the [[#AKEV|AKEV]], [[#ONSK|ONSK]], and [[#AISA|AISA]].}}
{{XMLtype|ONSK|
{{XMLtype|ONSK|Oni Sky Class
|yes
|yes
|ONSK...
|ONSK...
|local
|local
|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.}}
|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.}}
{{XMLtype|ONVL|
{{XMLtype|ONVL|Oni Variant List
|yes
|yes
|ONVLvariant_list
|ONVLvariant_list
|global
|global
|It's used to randomize characters' appearances.}}
|It's used to randomize characters' appearances in conjunction with [[#ONCV|ONCV]].}}
{{XMLtype|ONWC|
{{XMLtype|ONWC|Oni Weapon Class
|yes
|yes
|ONWCw...
|ONWCw...
|global
|global
|Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).}}
|Describes the primary and secondary fire mode and more, and links to its particles ([[#PAR3|PAR3]]), a 3D model ([[#M3GM|M3GM]]), and textures ([[#TXMP|TXMP]]).}}
{{XMLtype|OPge|
{{XMLtype|OPge|Objective Page
|yes
|yes
|OPgelevel_##
|OPgelevel_##
|local
|local
|This is the source of the text that appears in the Objective tab of the Pause screen.}}
|This is the source of the text that appears in the Objective tab of the Pause screen.}}
{{XMLtype|OSBD|
{{XMLtype|OSBD|Oni Sound Binary Data
|some
|some
|OSBD...
|OSBD...
|global
|global
|They determine how sounds (SNDD) get played.}}
|They determine how sounds (SNDD) get played.}}
{{XMLtype|PSpc|
{{XMLtype|PSpc|Part Specification
|yes
|yes
|PSpc...
|PSpc...
|both
|both
|Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.}}
|Specifies coordinates in a certain [[#TXMP|TXMP]] which contains a collection of UI elements. The coordinates are used to cut out specific elements for use in drawing the windows in the game.}}
{{XMLtype|PSpL|
{{XMLtype|PSpL|Part Specification List
|no
|no
|PSpLpartspec_list
|PSpLpartspec_list
|global
|global
|Part specification list.}}
|Links to the [[#PSpc|PSpc]] used for the plain-color background of a particular UI (the in-game UI uses black and the out-game UI uses transparency).}}
{{XMLtype|PSUI|
{{XMLtype|PSUI|Part Specification UI
|no
|no
|PSUIpsui_...
|PSUIpsui_...
|global
|global
|Part Specifications UI (User Interface).}}
|Specifies the [[#PSpc|PSpcs]] used to paint a certain style of UI. There are only two of these files in Oni, and only PSUIpsui_oniUI is actually used.}}
{{XMLtype|StNA|
{{XMLtype|StNA|String Array
|yes
|yes
|StNA...
|StNA...
|global
|global
|StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.}}
|StNA files are obsolete. However, in the XML docs for it, you'll find collections of flags used by [[#TRAM|TRAM]].}}
{{XMLtype|SUBT|
{{XMLtype|SUBT|Subtitle Array
|yes
|yes
|SUBT...
|SUBT...
|global
|global
|This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.}}
|This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML.}}
{{XMLtype|TRAC|
{{XMLtype|TRAC|(Totoro) Animation Collection
|yes
|yes
|TRAC...
|TRAC...
|both
|both
|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.}}
|Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
{{XMLtype|TRAM|
{{XMLtype|TRAM|Totoro Animation Sequence
|some
|some
|TRAM...
|TRAM...
|both
|both
|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 precursor XML beforehand.}}
|The core animation data for character moves. Exports to Collada (.dae) + XML. The XML file contains the animation's Oni-specific flags, links to particles, and so on.}}
{{XMLtype|TRAS|
{{XMLtype|TRAS|Totoro Animation Sequence
|no
|no
|TRAS...
|TRAS...
|both
|both
|Used for make characters aim with weapons.}}
|The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.}}
{{XMLtype|TRBS|
{{XMLtype|TRBS|Totoro Body Set
|yes
|yes
|TRBS...
|TRBS...
|local
|local
|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.}}
|The 3D model of a character. Character classes ([[#ONCC|ONCCs]]) link to these. The 3D data will be imported as Collada (.dae) files, but exporting the ONCC might be preferable.}}
{{XMLtype|TRGE|
{{XMLtype|TRGE|Trigger Emitter
|yes
|yes
|TRGEtrigger_emitter_0
|TRGEtrigger_emitter_0
|global
|global
|This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.}}
|This file links to the one 3D model ([[#M3GM|M3GM]]) used for all laser triggers. Used by [[#TRIG|TRIG]].}}
{{XMLtype|TRIG|
{{XMLtype|TRIG|Trigger
|some
|some
|TRIG...
|TRIG...
|global
|global
|(Laser) Trigger class.}}
|A laser trigger class.}}
{{XMLtype|TRMA|
{{XMLtype|TRMA|Texture Map Array
|yes
|yes
|TRMA...
|TRMA...
|local
|local
|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.}}
|The list of textures used for each [[XML:TRIA#Bones|body part]] of a certain character.}}
{{XMLtype|TRSC|
{{XMLtype|TRSC|Screen (Aiming) Collection
|no
|no
|TRSC
|TRSC...
|both
|both
|Used for making characters aim with weapons.}}
|Essentially just links to the [[#TRAS|TRAS]] of a character.}}
{{XMLtype|TXMB|
{{XMLtype|TXMB|Texture Map Big
|yes
|yes
|TXMB...
|TXMB...
|both
|both
|A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
|A series of concatenated [[#TXMP|TXMPs]], used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
{{XMLtype|TXMP|
{{XMLtype|TXMP|Texture Map
|yes
|yes
|TXMP...
|TXMP...
|both
|both
|Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).}}
|This type covers all images in Oni (except the ones larger than 256x256, which are built with [[#TXMB|TXMB]]).}}
{{XMLtype|TxtC|
{{XMLtype|TxtC|Text Console
|yes
|yes
|TxtClevel_...
|TxtClevel_...
|local
|local
|Text (Console).}}
|The pages of text for a given console.}}
{{XMLtype|WMCL|
{{XMLtype|WMCL|WM (Window Manager) Cursor List
|no
|no
|WMCLcursor_list
|WMCLcursor_list
|global
|global
|Mouse pointer(s).}}
|Simply links to the [[#PSpc|PSpc]] which links to the image used for the mouse pointer that appears in Oni.}}
{{XMLtype|WMDD|
{{XMLtype|WMDD|WM (Window Manager) Dialog Data
|yes
|yes
|WMDD...
|WMDD...
|global
|global
|It shapes pages like TxtC and WPge. However, new button functions would require engine modding.}}
|Describes the structure of screens like the Main Menu. Because Oni's UI is partially hardcoded, adding new buttons would require engine modding.}}
{{XMLtype|WMM|
{{XMLtype|WMM|WM (Window Manager) Menu
|yes
|yes
|WMM...
|WMM...
|global
|global
|Window Manager Menu.}}
|Drop-down menus used in [[#WMDD|WMDDs]]. This type is actually "WMM_", using the underscore in lieu of a fourth letter, but the wiki won't let us end a page in an underscore, so here we call it "WMM".}}
{{XMLtype|position=bottom|WPge|
{{XMLtype|position=bottom|WPge|Weapon Page
|yes
|yes
|WPgew...
|WPgew...
|global
|global
|This is the source for the text and images that appear in the Weapons tab of the pause screen.}}
|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 20:30, 9 April 2014

XML.png
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:

Aqua Dot-Green.png : available
Aqua Dot-Yellow.png : incomplete
Aqua Dot-Red.png : not available, but that doesn't mean you cannot mod the file type

Location:

global: File(s) found in level0_Final
local: File(s) found in level[1-19]_Final
both: File(s) found in all level files

BINA

Tag Name Docs File Location
BINA/ONIE Aqua Dot-Yellow.png Oni Impact Effects

BINAEINOimpact_effects global 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.
{{{7}}}
BINA/PAR3 Aqua Dot-Yellow.png Particle

BINA3RAP... global A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a PART.
{{{7}}}
BINA/SABD Aqua Dot-Yellow.png Sound Animation

BINADBAS... global A list of the sounds to be played for an animation type. There is one of these for each character variant (ONCV).
{{{7}}}
BINA/TMBD Aqua Dot-Green.png Texture Materials

BINADBMTTextureMaterials global A list of the materials (Mtrl) assigned to each texture map (TXMP). Used by ONIE.
{{{7}}}

OBJC

Tag Name Docs File Location
BINA/OBJC/CHAR Aqua Dot-Yellow.png Characters

BINACJBOCharacter local List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.
{{{7}}}
BINA/OBJC/CMBT Aqua Dot-Yellow.png Combat

BINACJBOCombat global 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.
{{{7}}}
BINA/OBJC/CONS Aqua Dot-Green.png Consoles

BINACJBOConsole local 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.
{{{7}}}
BINA/OBJC/DOOR Aqua Dot-Green.png Doors

BINACJBODoor local 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.
{{{7}}}
BINA/OBJC/FLAG Aqua Dot-Green.png Flags

BINACJBOFlag local List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.
{{{7}}}
BINA/OBJC/FURN Aqua Dot-Green.png Furniture

BINACJBOFurniture local List of pieces of furniture in a specific level. This file type can be used to import level objects.
{{{7}}}
BINA/OBJC/MELE Aqua Dot-Yellow.png Melee

BINACJBOMelee Profile global List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.
{{{7}}}
BINA/OBJC/NEUT Aqua Dot-Green.png Neutral

BINACJBONeutral local 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.
{{{7}}}
BINA/OBJC/PART Aqua Dot-Green.png Particles

BINACJBOParticle local List of particles in a specific level, containing their position, script name and scaling.
{{{7}}}
BINA/OBJC/PATR Aqua Dot-Green.png Patrol Paths

BINACJBOPatrol Path local List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".
{{{7}}}
BINA/OBJC/PWRU Aqua Dot-Green.png PowerUps

BINACJBOPowerUp local List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.
{{{7}}}
BINA/OBJC/SNDG Aqua Dot-Yellow.png Sound Groups

BINACJBOSound local 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 a sound group.
{{{7}}}
BINA/OBJC/TRGV Aqua Dot-Green.png Trigger Volumes

BINACJBOTrigger Volume local List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script when entered.
{{{7}}}
BINA/OBJC/TRIG Aqua Dot-Green.png Triggers

BINAJCBOTrigger local 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.
{{{7}}}
BINA/OBJC/TURR Aqua Dot-Green.png Turrets

BINACJBOTurret local 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.
{{{7}}}
BINA/OBJC/WEAP Aqua Dot-Green.png Weapons

BINACJBOWeapon local List of weapons in a specific level, determining their spawn location at level load.
{{{7}}}

Others

Tag Name Docs File Location
AISA Aqua Dot-Green.png AI Character Setup Array

AISAlevel##_scripts local This file type was probably in the process of being replaced by CHAR when Oni shipped, but it is still used for a few cutscene characters.
{{{7}}}
AKEV Aqua Dot-Yellow.png Akira Environment

AKEV... local It's the 3D level model (linking to many subtypes for the actual 3D data -- AABB, ABNA, AGDB, AGQG, AGQC, AGQR, AKAA, AKBA, AKBP, AKDA, AKOT, AKVA, IDXA, PLEA, PNTA, TXCA, and TXMA). This type exports as a Collada (.dae) file, meant to be edited in a 3D modeler like Mod Tool.
{{{7}}}
CONS Aqua Dot-Yellow.png Console

CONSconsole... global There are only three of these models for the consoles used in all of Oni, as documented in Console, though the picture (TXMP) displayed on a specific console varies.
{{{7}}}
DOOR Aqua Dot-Green.png Door

DOOR... global There are 48 types of doors, defined globally for use in the levels.
{{{7}}}
DPge Aqua Dot-Green.png Diary Page

DPgelev_##_pg_## global As seen in the Diary tab of the Pause screen.
{{{7}}}
FILM Aqua Dot-Green.png Film

FILM... local 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. ^_^
{{{7}}}
HPge Aqua Dot-Green.png Help Page

HPgehelp_pg_01 global The Help tab of the Pause screen labels the in-game UI and reminds the player of the controls (but only the default bindings, regardless of what the player is actually using...).
{{{7}}}
IGHH Aqua Dot-Green.png IGUI (In-Game User Interface) HUD Help

IGHHhud_help_info global The Help tab of the Pause screen labels the in-game UI using the text found here and the overlay textures it links to.
{{{7}}}
Impt Aqua Dot-Green.png Impact

Impt... global This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
{{{7}}}
IPge Aqua Dot-Green.png Item Page

IPge... local As items are picked up, their Item Pages are displayed on the Items tab of the Pause screen.
{{{7}}}
M3GM Aqua Dot-Green.png Geometry

M3GM... both Some of these 3D objects are used by OBAN and PAR3.
{{{7}}}
Mtrl Aqua Dot-Green.png Material

Mtrl... global These files is used to build up the hierarchy of materials. See BINA/ONIE for more information.
{{{7}}}
OBAN Aqua Dot-Green.png Object Animation

OBAN... both Yes, this is used to animate objects, but also characters and cutscene cameras.
{{{7}}}
OFGA Aqua Dot-Green.png Object Furniture Geometry Array

OFGA... N/A Used to import objects with no functions. (Door, consoles, etc. get imported by their object collections. See ONLV for more information.)
{{{7}}}
ONCC Aqua Dot-Yellow.png Oni Character Class

ONCC... local Here a type of character (Konoko, Striker, etc.) is assigned its 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).)
{{{7}}}
ONCV Aqua Dot-Green.png Oni Character Variant

ONCV... global Used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variation in appearance. A flag in a CHAR determines which variant the character falls under. It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)
{{{7}}}
ONGS Aqua Dot-Green.png Oni Game Settings

ONGSgame_settings global Here 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.
{{{7}}}
ONLD Aqua Dot-Yellow.png Oni Game Level Descriptor

ONLDlevel_## global Contains the level's number, the number of the next level, and the level's name as it appears on the Load Game screen.
{{{7}}}
ONLV Aqua Dot-Yellow.png Oni Game Level

ONLV... local Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.
{{{7}}}
ONSK Aqua Dot-Green.png Oni Sky Class

ONSK... local 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.
{{{7}}}
ONVL Aqua Dot-Green.png Oni Variant List

ONVLvariant_list global It's used to randomize characters' appearances in conjunction with ONCV.
{{{7}}}
ONWC Aqua Dot-Green.png Oni Weapon Class

ONWCw... global Describes the primary and secondary fire mode and more, and links to its particles (PAR3), a 3D model (M3GM), and textures (TXMP).
{{{7}}}
OPge Aqua Dot-Green.png Objective Page

OPgelevel_## local This is the source of the text that appears in the Objective tab of the Pause screen.
{{{7}}}
OSBD Aqua Dot-Yellow.png Oni Sound Binary Data

OSBD... global They determine how sounds (SNDD) get played.
{{{7}}}
PSpc Aqua Dot-Green.png Part Specification

PSpc... both Specifies coordinates in a certain TXMP which contains a collection of UI elements. The coordinates are used to cut out specific elements for use in drawing the windows in the game.
{{{7}}}
PSpL Aqua Dot-Red.png Part Specification List

PSpLpartspec_list global Links to the PSpc used for the plain-color background of a particular UI (the in-game UI uses black and the out-game UI uses transparency).
{{{7}}}
PSUI Aqua Dot-Red.png Part Specification UI

PSUIpsui_... global Specifies the PSpcs used to paint a certain style of UI. There are only two of these files in Oni, and only PSUIpsui_oniUI is actually used.
{{{7}}}
StNA Aqua Dot-Green.png String Array

StNA... global StNA files are obsolete. However, in the XML docs for it, you'll find collections of flags used by TRAM.
{{{7}}}
SUBT Aqua Dot-Green.png Subtitle Array

SUBT... global This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML.
{{{7}}}
TRAC Aqua Dot-Green.png (Totoro) Animation Collection

TRAC... both Used to build a hierarchy of moves (TRAMs) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.
{{{7}}}
TRAM Aqua Dot-Yellow.png Totoro Animation Sequence

TRAM... both The core animation data for character moves. Exports to Collada (.dae) + XML. The XML file contains the animation's Oni-specific flags, links to particles, and so on.
{{{7}}}
TRAS Aqua Dot-Red.png Totoro Animation Sequence

TRAS... both The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.
{{{7}}}
TRBS Aqua Dot-Green.png Totoro Body Set

TRBS... local The 3D model of a character. Character classes (ONCCs) link to these. The 3D data will be imported as Collada (.dae) files, but exporting the ONCC might be preferable.
{{{7}}}
TRGE Aqua Dot-Green.png Trigger Emitter

TRGEtrigger_emitter_0 global This file links to the one 3D model (M3GM) used for all laser triggers. Used by TRIG.
{{{7}}}
TRIG Aqua Dot-Yellow.png Trigger

TRIG... global A laser trigger class.
{{{7}}}
TRMA Aqua Dot-Green.png Texture Map Array

TRMA... local The list of textures used for each body part of a certain character.
{{{7}}}
TRSC Aqua Dot-Red.png Screen (Aiming) Collection

TRSC... both Essentially just links to the TRAS of a character.
{{{7}}}
TXMB Aqua Dot-Green.png Texture Map Big

TXMB... both A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.
{{{7}}}
TXMP Aqua Dot-Green.png Texture Map

TXMP... both This type covers all images in Oni (except the ones larger than 256x256, which are built with TXMB).
{{{7}}}
TxtC Aqua Dot-Green.png Text Console

TxtClevel_... local The pages of text for a given console.
{{{7}}}
WMCL Aqua Dot-Red.png WM (Window Manager) Cursor List

WMCLcursor_list global Simply links to the PSpc which links to the image used for the mouse pointer that appears in Oni.
{{{7}}}
WMDD Aqua Dot-Green.png WM (Window Manager) Dialog Data

WMDD... global Describes the structure of screens like the Main Menu. Because Oni's UI is partially hardcoded, adding new buttons would require engine modding.
{{{7}}}
WMM Aqua Dot-Green.png WM (Window Manager) Menu

WMM... global Drop-down menus used in WMDDs. This type is actually "WMM_", using the underscore in lieu of a fourth letter, but the wiki won't let us end a page in an underscore, so here we call it "WMM".
{{{7}}}
WPge Aqua Dot-Green.png Weapon Page

WPgew... global This is the source for the text and images that appear in the Weapons tab of the Pause screen.
{{{7}}}