XML:File types

Revision as of 10:48, 18 April 2013 by Paradox-01 (talk | contribs)
XML.png

Following is an overview of each data type's function, and whether it has XML-based 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

BINA

BINA/ONIE  
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/PAR3  
3D particle, also known as 3RAP and PART files. Particle are used as weapon's damage doer, decals and light effects.
BINA/SABD  
Sound Animations Binary Data.
BINA/TMBD  
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.


OBJC

BINA/OBCJ/CHAR  
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/CONS  
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/CMBT  
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/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 passes/comes near the door.
BINA/OBCJ/FLAG  
List of flags in a specific level. There you can setup their position. They are used by script commands and patrol paths.
BINA/OBCJ/FURN File:Aqua Green-Red.png
List of furniture in a specific level. This file type can be useful to import level objects.
BINA/OBCJ/MELE  
List of melee profiles for global use. It means how the AI use it's combat moves.
BINA/OBCJ/NEUT  
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/PART  
List of particle in a specific level. There you can setup their position, script name and scaling.
BINA/OBCJ/PATR  
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/PWRU  
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/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/TRGV  
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/TRIG  
List of laser triggers in a specific level. There exist several forms and can trigger not only script functions.
BINA/OBCJ/TURR  
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/WEAP  
List of weapons in a specific level which are spawned at level load. Actually only the position of them is set there.


Others

AISA
AI spawn array. AISA is still used for a few cutscene characters, even though BINA/CJBO/CHAR has made it redundant.
AKEV  
Akira Environment. It's the 3D level model. 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.
CONS  
Console class.
DPge  
Diary page. You what to write a page for a new level or alternative story then there you go.
DOOR  
Door class.
FILM  
Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^
HPge  
Help page.
IGHH  
In-game HUD. That's your health bar, compass, etc..
IPge  
Item page. If you have created a new item then there you can describe it, give warnings, whatever.
Impt  
Impact. This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
M3GM  
Geometry. Some of these 3D objects are used by OBANs and PAR3 files.
Mtrl  
Material. This file is used to build up the hierarchy of materials. See BINA/ONIE for more information.
OBAN  
Object Animation. Yes, used by objects but also for moving characters and cutsceen cams.
OFGA  
Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. becomes imported by their object collections. See ONLV for more information.)
ONCC  
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).
ONCV  
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.
ONGS  
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).
ONLD  
Level descriptor. In other words it is the level name in the save game menu.
ONLV  
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 CHAR).
ONSK  
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.
ONVL  
Variant list of characters. It's used for randomize characters' appearance.
ONWC  
Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures.
OPge  
Objective page. That's the place where you can write the objective for a new or modified level.
OSBD  
Oni Sound Binary Data. They determine how (SNDD) sound files get played.
StNA  
StNA files are obsolete. However, on its name page are collections of flags used by TRAM.
PSpc  
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.
PSpL  
Part specification list.
PSUI  
Part Specifications UI (User Interface).
SUBT  
Subtitle Array. Those SUBT files can't be extracted as xml but txt. SUBT has a link so you are simply aware of it.
TRAC  
Animation collection. Every character can move and fight thanks to a collection.
TRAM  
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 precursor xml before.
TRAS  
Totoro Aiming Screen. Used for make characters aim with weapons.
TRBS  
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.
TRGE  
Laser trigger emitter class. This file type holds the 3D model and it's coordinates. Used by TRIG.
TRIG
Laser trigger class.
TRMA  
Character's texture map array. Every body part is covered by textures. This file type holds links to those textures.
TRSC  
Totoro Aiming Screen Collection. Used for make characters aim with weapons.
TXMB  
Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images.
TXMP  
Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.)
TxtC  
Console text. Each time you access a console you get a text page. That's TxtC.
WMCL  
Window menu cursor list. Mouse pointer(s).
WMDD  
Window Menu Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
WMM  
Window menu menu.
WPge  
Weapon page. That's the place where you can write descriptions page about a specific weapon.