OBD:BINA/ONIE

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ONI BINARY DATA
AKVA << Other file types >> CBPI
OBJC << Other BINA >> PAR3
ONIE : Oni Impact Effects
switch to XML:BINA/ONIE page
Overview @ Oni Stuff
OBD.png



General table

Bin r i1.gif


Offset Type Raw Hex Value Description
0x00 int32 45 49 4E 4F ONIE Oni impact effects
0x04 int32 B8 B7 00 00 47032 47032 bytes is the length of the following impact effects part from this position
0x08 int32 02 00 00 00 2 version
0x0C int32 5E 00 00 00 94 number of impacts
0x10 int32 1E 00 00 00 30 number of materials
0x14 int32 54 00 00 00 84 number of particles
0x18 int32 20 01 00 00 288 number of sounds
0x1C int32 69 01 00 00 361 number of impact effects
0x20 int32 DF 00 00 00 223 number of material indices
Impact table
0x00 char[128] 44 65 66... Default impact name (Default.Impt)
0x80 int16 00 00 0 runtime only
0x82 int16 00 00 0 runtime only
Material table
0x00 char[128] 44 65 66... Default material name (Default.Mtrl)
0x80 int16 00 00 0 runtime only
0x82 int16 00 00 0 runtime only



Impact lookup table

This table has the same number of entries as the impact table.

Bin r i2.gif


Offset Type Raw Hex Value Description
0x00 int16 00 00 0 index into the impact table
0x02 int16 00 00 0 number of used entries in the material index table
0x04 int32 DF 00 00 00 223 index of the first used entry in the material index table



Particle table

Bin r i3.gif


Offset Type Raw Hex Value Description
0x00 char[64] 77 31 30... w10_sni_x02 particle name (06193-3RAPw10_sni_x02.BINA)
0x40 int32 runtime: pointer to particle class
0x44 int32 00 00 00 00 0 orientation type; the following values are possible:
0 - impact projectile orientation?
1 - impact projectile reversed orientation?
2 - impact direction perpendicular?
3 - impact projectile velocity orientation?
0x48 int32 05 00 00 00 5 location type; the following values are possible:
0 - impact location
1 - impact location + impact direction * float value at 0x4C
4 - impact location; used for decals; at 0x4C there are 2 true/false bytes that control some decal parameters
5 - impact location and attach to character?
0x4C 00 00 00 00 depends on location type
0x50 00 00 00 00 unknown; always zero



Sound table

Bin r i4.gif


Offset Type Raw Hex Value Description
0x00 char[32] not used sound name (link to an OSBD file)
0x20 CD CD ignored
0x22 CD CD ignored
0x24 int32 00 00 00 00 runtime: pointer to sound
0x28 int16 01 00 1 AI can hear; 0 = no, 1 = yes
0x2A int16 03 00 3 AI sound type; the following types are possible:
0 - unimportant
1 - interesting
2 - danger
3 - melee
4 - gunfire
0x2C float 00 00 16 43 150.000000 AI sound radius



Impact effects table

Bin r i5.gif


Offset Type Raw Hex Value Description
0x00 int16 37 00 55 number of the used impact of the first package of part 1
0x02 int16 01 00 1 number of the used material of the second package of part 1
0x04 int16 00 00 0 component; the following components are possible:
0 - impact
1 - damage
2 - projectile
0x06 int16 00 00 0 modifier; the following modifiers are possible:
0 - any
1 - heavy
2 - medium
3 - light
0x08 int16 01 00 1 number of used entries from the particle table
0x0A int16 00 00 0 unknown; looks like garbage to me
0x0C int32 FF FF FF FF -1 index of the used entry in sound table; -1 = not used
0x10 int32 53 00 00 00 83 index of the first used entry in the particle table



Material index table

Bin r i6.gif


Offset Type Raw Hex Value Description
0x00 int16 01 00 1 index into material table
0x02 int16 01 00 1 number of used entries in the impact effect table
0x04 int32 54 01 00 00 340 index of the first used entry in the impact effect table



Dialogs from level0_Tools

Tool dialog - Impact Effects.png


Tool dialog - Impact Effect Properties.png


ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
OBJC << Other BINA >> PAR3
ONIE : Oni Impact Effects
Level file