XML:Basic tutorial: Difference between revisions

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:: Mac user will want to get '''"[[AE:Anniversary_Edition_Tools|AETools]]"'''
:: Mac user will want to get '''"[[AE:Anniversary_Edition_Tools|AETools]]"'''
::: Install instructions are on same page.
::: Install instructions are on same page.
:: Windows user will want to get '''"[http://oni.bungie.org/community/forum/viewtopic.php?id=692 OniSplit GUI]"'''
:: Windows user will want to get '''"[http://oni.bungie.org/community/forum/viewtopic.php?id=692 OniSplit GUI]"''' or '''[http://oni.bungie.org/community/forum/viewtopic.php?id=2385 Vago GUI]'''
::: Unpack and put the executables into your "GameDataFolder" inside "edition" folder.
::: Unpack and put the executables into your "GameDataFolder" inside "edition" folder.


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: 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.
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|'''BINA/[[OBD_talk:BINA/ONIE|ONIE]]''' [[Image:Aqua Dot-Red.png]]
|'''BINA/[[OBD_talk: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.
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: Material. This file is used to build up the hierarchy of materials. See [[OBD_talk:BINA/ONIE|ONIE]] for more information.
: Material. This file is used to build up the hierarchy of materials. See [[OBD_talk:BINA/ONIE|ONIE]] for more information.
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|'''[[OBD:OBAN|OBAN]]''' [[Image:Aqua Dot-Red.png]]
|'''[[OBD_talk: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.
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: 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.
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|'''[[OBD_talk:ONGS|ONGS]]''' [[Image:Aqua Dot-Yellow.png]]
|'''[[OBD_talk: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).
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|'''[[OBD:ONLD|ONLD]]''' [[Image:Aqua Dot-Red.png]]
|'''[[OBD_talk: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.
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|'''[[OBD:ONLV|ONLV]]''' [[Image:Aqua Dot-Red.png]]
|'''[[OBD_talk: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 [[OBD_talk:BINA/OBJC/CHAR|CHAR]]).
: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 [[OBD_talk:BINA/OBJC/CHAR|CHAR]]).
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: Variant list of characters. It's used for randomize characters' appearance.
: Variant list of characters. It's used for randomize characters' appearance.
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|'''[[OBD_talk:ONWC|ONWC]]''' [[Image:Aqua Dot-Red.png]]
|'''[[OBD_talk: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.
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: Animation collection. Every character can move and fight thanks to a collection.
: Animation collection. Every character can move and fight thanks to a collection.
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|'''[[OBD:TRAM|TRAM]]''' [[Image:Aqua Dot-Yellow.png]]
|'''[[OBD_talk: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.
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|'''[[OBD:TRGE|TRGE]]''' [[Image:Aqua Dot-Red.png]]
|'''[[OBD_talk: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.
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|'''[[OBD:TRMA|TRMA]]''' [[Image:Aqua Dot-Red.png]]
|'''[[OBD_talk:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]]
: Character's texture map array. Every [[OBD:TRIA#Bones|body part]] is covered by textures. This file type holds links to those textures.
: Character's texture map array. Every [[OBD:TRIA#Bones|body part]] is covered by textures. This file type holds links to those textures.
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