XML:File types: Difference between revisions

1,659 bytes removed ,  8 April 2014
Others section converted to template XMLtype; reviewing now for errors in conversion, and filling in type names
(OBJC section converted to template XMLtype)
(Others section converted to template XMLtype; reviewing now for errors in conversion, and filling in type names)
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==Others==
==Others==
{|class="wikitable" width="100%"
{|width="100%" style="border-style:solid; background-color:#F9F9F9; border:1px solid #AAA"
| '''[[XML:AISA|AISA]]''' [[Image:Aqua Dot-Green.png]]
!width="100px" align="left"|Tag
: AI Spawn Array. This file type was probably in the process of being replaced by BINA/CJBO/[[#goto_CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters.
!width="250px" align="left"|Name
|-
!width="50px" align="left"|Docs
|'''[[XML:ONLV|AKEV]]''' [[Image:Aqua Dot-Yellow.png]]
!width="200px" align="left"|File
: Akira Environment. 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]].
!align="left"|Loc.
|-
{{XMLtype|AISA|
|'''[[XML:CONS|CONS]]''' [[Image:Aqua Dot-Yellow.png]]
|yes
: Console class.
|
|-
|yes
| '''[[XML:DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]]
|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.}}
: Door class.
{{XMLtype|AKEV|
|-
|some
|'''[[XML:DPge|DPge]]''' [[Image:Aqua Dot-Green.png]]
|
: Diary page.
|yes
|-
|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]].}}
|'''[[XML:FILM|FILM]]''' [[Image:Aqua Dot-Green.png]]
{{XMLtype|CONS|
: 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. ^_^
|some
|-
|
|'''[[XML:HPge|HPge]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Help page.
|Console class.}}
|-
{{XMLtype|DOOR|
|'''[[XML:IGHH|IGHH]]''' [[Image:Aqua Dot-Green.png]]
|some
: In-game HUD; your health bar, compass, etc.
|
|-
|yes
|'''[[XML:Impt|Impt]]''' [[Image:Aqua Dot-Green.png]]
|Door class.}}
: Impact. This file is used to build up the hierarchy of impacts. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.
{{XMLtype|DPge|
|-
|yes
|'''[[XML:IPge|IPge]]''' [[Image:Aqua Dot-Green.png]]
|
: Item page. If you have created a new item, you can describe it here.
|yes
|-
|Diary page.}}
|'''[[XML:M3GM|M3GM]]''' [[Image:Aqua Dot-Green.png]]
{{XMLtype|FILM|
:Geometry. Some of these 3D objects are used by OBANs and PAR3s.
|yes
|-
|
|'''[[XML:Mtrl|Mtrl]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Material. This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.
|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|
|'''[[XML:OBAN|OBAN]]''' [[Image:Aqua Dot-Green.png]]
|yes
:Object Animation. Yes, used by objects but also for moving characters and cutscene cameras.
|
|-
|yes
|'''[[XML:OFGA|OFGA]]''' [[Image:Aqua Dot-Green.png]]
|Help page.}}
:Object Furniture Geometry Array. 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|IGHH|
|-
|yes
|'''[[XML:ONCC|ONCC]]''' [[Image:Aqua Dot-Yellow.png]]
|
: Oni Character Class. 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.
|yes
: The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).
|In-game HUD; your health bar, compass, etc.}}
|-
{{XMLtype|Impt|
|'''[[XML:ONCV|ONCV]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Character variant. 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.
|
|-
|yes
|'''[[XML:ONGS|ONGS]]''' [[Image:Aqua Dot-Green.png]]
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
: Game settings (global). There 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|IPge|
|-
|yes
|'''[[XML:ONLD|ONLD]]''' [[Image:Aqua Dot-Yellow.png]]
|
: Level descriptor. The level name on the Load Game screen.
|yes
|-
|Item page. If you have created a new item, you can describe it here.}}
|'''[[XML:ONLV|ONLV]]''' [[Image:Aqua Dot-Yellow.png]]
{{XMLtype|M3GM|
:Oni Level. Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.
|yes
|-
|
|'''[[XML:ONSK|ONSK]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Sky. 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.
|Some of these 3D objects are used by OBANs and PAR3s.}}
|-
{{XMLtype|Mtrl|
|'''[[XML:ONVL|ONVL]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Variant list of characters. It's used to randomize characters' appearances.
|
|-
|yes
|'''[[XML:ONWC|ONWC]]''' [[Image:Aqua Dot-Green.png]]
|This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.}}
: Weapon class. Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).
{{XMLtype|OBAN|
|-
|yes
|'''[[XML:OPge|OPge]]''' [[Image:Aqua Dot-Green.png]]
|
: Objective page. This is the source of the text that appears in the Objective tab of the Pause screen.
|yes
|-
|Yes, used by objects but also for moving characters and cutscene cameras.}}
|'''[[XML:SNDD#OSBD_information|OSBD]] [[Image:Aqua Dot-Yellow.png]]
{{XMLtype|OFGA|
:Oni Sound Binary Data. They determine how sounds (SNDD) get played.
|yes
|-
|
|'''[[XML:PSpc|PSpc]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Part Specification. Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.
|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|
|'''[[XML:PSpL|PSpL]]''' [[Image:Aqua Dot-Red.png]]
|some
: Part specification list.
|
|-
|yes
|'''[[XML:PSUI|PSUI]]''' [[Image:Aqua Dot-Red.png]]
|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.
: Part Specifications UI (User Interface).
: 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|
|'''[[XML:StNA‎|StNA]]''' [[Image:Aqua Dot-Green.png]]
|yes
: StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.
|
|-
|yes
|'''[[XML:SUBT|SUBT]]''' [[Image:Aqua Dot-Green.png]]
|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.)}}
: Subtitle Array. This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.
{{XMLtype|ONGS|
|-
|yes
|'''[[XML:TRAC|TRAC]]''' [[Image:Aqua Dot-Green.png]]
|
: 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.
|yes
|-
|There 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.}}
|'''[[XML:TRAM#list_of_tags.2C_types.2C_and_flags|TRAM]]''' [[Image:Aqua Dot-Yellow.png]]
{{XMLtype|ONLD|
: Totoro Animation. 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 [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 precursor XML] beforehand.
|yes
|-
|
| '''[[XML:TRAS|TRAS]]''' [[Image:Aqua Dot-Red.png]]
|yes
: Totoro Aiming Screen. Used for make characters aim with weapons.
|The level name on the Load Game screen.}}
|-
{{XMLtype|ONLV|
|'''[[XML:TRBS|TRBS]]''' [[Image:Aqua Dot-Green.png]]
|yes
: 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.
|
|-
|yes
|'''[[XML:TRGE|TRGE]]''' [[Image:Aqua Dot-Green.png]]
|Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.}}
: Trigger Emitter class. This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.
{{XMLtype|ONSK|
|-
|yes
| '''[[XML:TRIG|TRIG]]'''
|
: (Laser) Trigger class.
|yes
|-
|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.}}
|'''[[XML:TRMA#XML_area|TRMA]]''' [[Image:Aqua Dot-Green.png]]
{{XMLtype|ONVL|
: 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.
|yes
|-
|
|'''[[XML:TRSC|TRSC]]''' [[Image:Aqua Dot-Red.png]]
|yes
:Totoro Aiming Screen Collection. Used for make characters aim with weapons.
|It's used to randomize characters' appearances.}}
|-
{{XMLtype|ONWC|
|'''[[XML:TXMB|TXMB]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Texture Map (Big). A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.
|
|-
|yes
|'''[[XML:TXMP#XML_section|TXMP]]''' [[Image:Aqua Dot-Green.png]]
|Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).}}
: Texture Map. Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).
{{XMLtype|OPge|
|-
|yes
|'''[[XML:TxtC|TxtC]]''' [[Image:Aqua Dot-Green.png]]
|
: Text (Console).
|yes
|-
|This is the source of the text that appears in the Objective tab of the Pause screen.}}
|'''[[XML:WMCL|WMCL]]''' [[Image:Aqua Dot-Red.png]]
{{XMLtype|OSBD|
: Window Manager Cursor List. Mouse pointer(s).
|yes
|-
|
|'''[[XML:WMDD|WMDD]]''' [[Image:Aqua Dot-Green.png]]
|yes
: Window Manager Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
|They determine how sounds (SNDD) get played.}}
|-
{{XMLtype|PSpc|
|'''[[XML:WMM|WMM]]''' [[Image:Aqua Dot-Red.png]]
|yes
: Window Manager Menu.
|
|-
|yes
|'''[[Xml:WPge|WPge]]''' [[Image:Aqua Dot-Green.png]]
|Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.}}
: Weapon Page. This is the source for the text and images that appear in the Weapons tab of the pause screen.
{{XMLtype|PSpL|
|yes
|
|yes
|Part specification list.}}
{{XMLtype|PSUI|
|no
|
|yes
|Part Specifications UI (User Interface).}}
{{XMLtype|StNA|
|yes
|
|yes
|StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.}}
{{XMLtype|SUBT|
|yes
|
|yes
|This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.}}
{{XMLtype|TRAC|
|yes
|
|yes
|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.}}
{{XMLtype|TRAM|
|some
|
|yes
|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.}}
{{XMLtype|TRAS|
|no
|
|yes
|Used for make characters aim with weapons.}}
{{XMLtype|TRBS|
|yes
|
|yes
|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.}}
{{XMLtype|TRGE|
|yes
|
|yes
|This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.}}
{{XMLtype|TRIG|
|yes
|
|yes
|(Laser) Trigger class.}}
{{XMLtype|TRMA|
|yes
|
|yes
|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.}}
{{XMLtype|TRSC|
|no
|
|yes
|Used for make characters aim with weapons.}}
{{XMLtype|TXMB|
|yes
|
|yes
|A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
{{XMLtype|TXMP|
|yes
|
|yes
|Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).}}
{{XMLtype|TxtC|
|yes
|
|yes
|Text (Console).}}
{{XMLtype|WMCL|
|yes
|
|yes
|Mouse pointer(s).}}
{{XMLtype|WMDD|
|yes
|
|yes
|It shapes pages like TxtC and WPge. However, new button functions would require engine modding.}}
{{XMLtype|WMM|
|yes
|
|yes
|Window Manager Menu.}}
{{XMLtype|WPge|
|yes
|
|yes
|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]]