XML:File types
- See Introduction to modding if you are new to modding.
Following is an overview of each of the 65 significant data types (45 basic, 16 OBJC, and 4 BINA) and 43 sub-types that they rely on.
Legend |
Documentation status:
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Location:
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Jump Table | |||
A-B • ABNA, AGQC, |
C-E • CBPI, CBPM, |
F-K • FILM, FLAG, |
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O • OBAN, OBJC, |
P-S • PAR3, PART, |
T • TMBD, TRAC, |
Tag | Name | File name(s) | Location (vanilla) | Location (AE) | |
---|---|---|---|---|---|
AISA | AI Character Setup Array
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AISAlevel##_scripts | local | 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. | |||||
AKEV | Akira Environment
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AKEV... | local | local | |
It's the 3D level model. Many subtypes are used for the actual 3D data -- ABNA, AGDB, AGQG, AGQC, AGQR, AKAA, AKBA, AKBP, AKDA, AKOT (which in turn uses OTIT, OTLF, and QTNA), AKVA, IDXA, PLEA, PNTA, TXCA, and TXMA; these types do not have separate XML documentation because they export as a part of AKEV. Some of these types are also used by M3GM. AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like Blender. | |||||
CONS | Console
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CONSconsole... | global | global | |
There are only three of these models for the consoles used in all of Oni, as documented in Data console, though the picture (TXMP) displayed on a specific console varies. | |||||
DOOR | Door
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DOOR... | global | global | |
There are 48 types of doors, defined globally for use in the levels. | |||||
DPge | Diary Page
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DPgelev_##_pg_## | global | global | |
As seen in the Diary tab of the Data Comlink. The actual text is in a linked IGPG (see OPge for more info; also used by HPge, IPge, and WPge). The diary page is used for both diary-style entries and move pages, which are both unlocked when reaching the level number contained in this data. When being used as a move page, the sequence of actions that produce the move can be conveyed with the use of icons (TXMPs provided by KeyI), however this functionality is unused in Oni's existing data. | |||||
FILM | Film
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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. ^_^ | |||||
HPge | Help Page
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HPgehelp_pg_01 | global | global | |
The Help tab of the Data Comlink 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...). The actual text is in a linked IGPG (also used by DPge, OPge, IPge, and WPge). | |||||
IDXA | Index Array
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use IDXA (AKEV, ONLV, M3GM), because IDXAs do not get exported as standalone files by OniSplit. | |||||
IGHH | IGUI HUD Help
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IGHHhud_help_info | global | global | |
The Help tab of the Data Comlink labels the in-game UI using the text found here and the overlay textures it links to. (IGUI is "In-Game User Interface".) | |||||
IGPA | IGUI Page Array
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use IGPA (DPge, HPge, IPge, OPge, WPge, TxtC), because IGPAs do not get exported as standalone files by OniSplit. | |||||
IGPG | IGUI Page
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use IGPG (DPge, HPge, IPge, OPge, WPge, TxtC), because IGPGs do not get exported as standalone files by OniSplit. | |||||
IGSA | IGUI String Array
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use IGSA (DPge, HPge, IPge, OPge, WPge, TxtC), because IGSAs do not get exported as standalone files by OniSplit. | |||||
IGSt | IGUI String
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use IGSt (DPge, HPge, IPge, OPge, WPge, TxtC), because IGSts do not get exported as standalone files by OniSplit. | |||||
Impt | Impact
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Impt... | global | global | |
This file is used to build up a hierarchy of impacts. See BINA/ONIE for more information. | |||||
IPge | Item Page
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IPge... | local | local | |
As items are picked up, their Item Pages are displayed on the Items tab of the Data Comlink. The actual text and image is found in a linked IGPG (see OPge for more info; also used by DPge, HPge, and WPge). | |||||
M3GM | Geometry
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M3GM... | both | both (more are global) | |
A basic unit of 3D geometry used by anything that can have a physical shape, such as character models (TRBS), consoles (CONS), animated objects (OBAN) and particles (PAR3). The building blocks of the geometry are the types IDXA, PNTA, TXCA and VCRA (these are all exported under M3GM so do not have separate XML documentation), and the texture is provided by TXMP. | |||||
Mtrl | Material
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Mtrl... | global | global | |
These files are used to build up a hierarchy of materials. See BINA/ONIE for more information. | |||||
OBAN | Object Animation
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OBAN... | both | both | |
Yes, this is used to animate objects, but also characters and cutscene cameras. Uses OBOA (also used by ONLV) to store the physics settings, and the OBOA in turn uses an M3GA, which is an array of M3GMs, to store the actual geometry. | |||||
OFGA | Object Furniture Geometry Array
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OFGA... | N/A | N/A | |
Used to import objects with no functions. (Doors, consoles, etc. get imported as object lists. See XML:ONLV for more information.) | |||||
ONCC | Oni Character Class
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ONCC... | local | global | |
This is where a class 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), so these types are also documented on this page. | |||||
ONCV | Oni Character Variant
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ONCV... | global | 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. | |||||
ONGS | Oni Game Settings
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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. | |||||
ONLD | Oni Game Level Descriptor
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ONLDlevel_## | global | global | |
Contains a level's number, the number of the next level, and the level's name as it appears on the Load Game screen. | |||||
ONLV | Oni Game Level
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ONLV... | local | local | |
The top of the hierarchy when it comes to level data. Holds the name of the BSL folder with the scripts for this level, links to the environmental model (AKEV), animated objects (OBOA), skybox (ONSK) and AIs to spawn (well, the ones in AISA; the ones in CHAR need no link from here), and more. These type links as well as the corpse array (CRSA), environmental particles (ENVP), and gunk data (ONOA, which uses IDXA) will be exported together in XML. ONLV also links to six obsolete types which will not be exported: AITR, OBDC, ONFA, ONMA, ONSA and ONTA. | |||||
ONSK | Oni Sky Class
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ONSK... | local | global | |
It's essentially a box of textures that surrounds the level, so you will need five images for the top, north, east, south and west. The bottom has no image. | |||||
ONVL | Oni Variant List
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ONVLvariant_list | global | global | |
It's used to randomize characters' appearances in conjunction with ONCV. | |||||
ONWC | Oni Weapon Class
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ONWCw... | global | global | |
Describes a weapon's primary and secondary firing mode and more, and links to its particles (PAR3), its 3D model (M3GM) and textures (TXMP). | |||||
OPge | Objective Page
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OPgelevel_## | local | local | |
This is the wrapping type for the text that appears in the Objective tab of the Data Comlink. The actual text is found by following the objective page's link to an IGPA (also used by TxtC), which is an array of IGPGs (also used by DPge, HPge, IPge, and WPge) which contain links to arrays of text strings (IGSA, which point to the individual strings, IGSt, which link to the font family, TSFF) and links to TXMPs for illustrations. | |||||
PNTA | 3D Point Array
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use PNTA (AKEV, M3GM), because PNTAs do not get exported as standalone files by OniSplit. | |||||
PSpc | Part Specification
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PSpc... | both | 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. | |||||
PSpL | Part Specification List
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PSpLpartspec_list | global | 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). | |||||
PSUI | Part Specification UI
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PSUIpsui_... | global | 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. | |||||
SNDD | Sound Data
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SNDD... | local | global | |
These are all the sounds and music tracks that Oni can play. | |||||
StNA | String Array
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StNA... | global | global | |
StNA files are obsolete. However, on this XML page you'll find collections of flags used by TRAMs. | |||||
SUBT | Subtitle Array
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SUBT... | global | global | |
This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML. | |||||
TRAC | Totoro Animation Collection
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TRAC... | both | global | |
Used to build a hierarchy of moves (TRAMs) which form a weighted moveset in combination with any parent TRACs a character's TRAC inherits from. | |||||
TRAM | Totoro Animation Sequence
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TRAM... | both | global | |
The core 3D 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. | |||||
TRAS | Totoro Aiming Screen
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TRAS... | both | global | |
The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons. | |||||
TRBS | Totoro Body Set
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TRBS... | local | global | |
The metadata for the 3D model of a character. Character classes (ONCCs) link to these. The 3D data can be imported/exported as Collada (.dae) files, but using the ONCC for this might be preferable so that you get all related character data in XML on the side. The structure of the body at each individual detail level is found in the linked TRCM, which links to TRGA for the geometry of each body part, to TRTA for the relative location of each body part, and to TRIA for the hierarchical relationship of the body parts. | |||||
TRGE | Trigger Emitter
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TRGEtrigger_emitter_0 | global | global | |
This file links to the one 3D model (M3GM) used for all laser triggers. Used by TRIG. | |||||
TRIG | Trigger
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TRIG... | global | global | |
A laser trigger class. | |||||
TRMA | Texture Map Array
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TRMA... | local | global | |
The list of textures used for each body part of a certain character. | |||||
TRSC | Screen (aiming) Collection
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TRSC... | both | global | |
Essentially just links to the TRAS (aiming screen) of a character. | |||||
TSFF | Font Family
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TSFFTahoma | global | global | |
Oni's single font family, Tahoma, which in turn links to font language settings (TSFL) and the font data itself (TSFT, which links to TSGA for the coordinates of each letter in the TSFT data). | |||||
TURR | Turret
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TURR... | global | global | |
A class of turret. The actual 3D geometry is in a linked M3GM. | |||||
TXCA | Texture Coordinate Array
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-- | both | both | |
This is just a disambiguation page which points to the higher-level types that use TXCA (AKEV, M3GM), because TXCAs do not get exported as standalone files by OniSplit. | |||||
TXMB | Texture Map Big
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TXMB... | both | both | |
A series of TXMPs to join in order to display a splashscreen, like the Main Menu background and the level intro/win/loss screens. | |||||
TXMP | Texture Map
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TXMP... | both | global except for textures used by specific levels | |
This type covers all images in Oni (except the ones larger than 256x256, which are built with TXMB). When a texture is animated, it will have a link to TXAN, which simply contains metadata about the animation; the actual image data is still in the TXMP. | |||||
TxtC | Text Console
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TxtClevel_... | local | local | |
The source of the text for a given console. The actual text is found by following the link to an IGPA (also used by OPge), which is an array of IGPG (also used by DPge, HPge, IPge, and WPge) that contains the actual text. | |||||
WMCL | Window Manager Cursor List
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WMCLcursor_list | global | global | |
Simply links to the PSpc which links to the image used for the mouse pointer that appears in Oni. | |||||
WMDD | Window Manager Dialog Data
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WMDD... | global | global | |
Describes the layout of UI screens like the Main Menu. Uses WMM_ for pop-up menus, and links to the desired font family (TSFF, also used by IGPG). Because Oni's UI is partially hardcoded, adding new buttons would require engine modding. | |||||
WMM_ | Window Manager Menu
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WMM... | global | global | |
Dropdown menus used in WMDDs. Most of the WMM_s and the sole WMMB in Oni (a menu bar that uses WMM_ for its menus) are development relics. | |||||
WPge | Weapon Page
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WPgew... | global | global | |
This is the source for the text and images that appear in the Weapons tab of the Data Comlink. The actual text and image is found in a linked IGPG (see OPge for more info; also used by DPge, HPge, and WPge). |
BINA
Tag | Name | File name(s) | Location (vanilla) | Location (AE) | |
---|---|---|---|---|---|
BINA/ONIE | ImpactEffects
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BINAEINOimpact_effects | global | global | |
A list of all impact effects which can happen in the game; this 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. | |||||
BINA/PAR3 | Particles
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BINA3RAP... | global | global | |
A type of particle which can be spawned in the game, used by weapons to deal damage, used for lens flares, etc. The list of the specific particles spawned in a certain level is a PART. | |||||
BINA/SABD | SoundAnims
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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). | |||||
BINA/TMBD | TextureMaterials
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BINADBMTTextureMaterials | global | global | |
A list of the materials (Mtrl) assigned to each texture map (TXMP). Used by ONIE. |
BINA/OBJC
Tag | Name | File name(s) | Location (vanilla) | Location (AE) | |
---|---|---|---|---|---|
BINA/OBJC/CHAR | Character
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BINACJBOCharacter | local | local | |
List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, melee ID, etc. | |||||
BINA/OBJC/CMBT | Combat
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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. | |||||
BINA/OBJC/CONS | Console
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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. | |||||
BINA/OBJC/DOOR | Door
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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 when the door is opened. | |||||
BINA/OBJC/FLAG | Flag
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BINACJBOFlag | local | local | |
List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths. | |||||
BINA/OBJC/FURN | Furniture
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BINACJBOFurniture | local | local | |
List of pieces of furniture in a specific level. This file type can be used to import level objects. | |||||
BINA/OBJC/MELE | Melee Profile
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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. | |||||
BINA/OBJC/NEUT | Neutral
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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. | |||||
BINA/OBJC/PART | Particle
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BINACJBOParticle | local | local | |
List of particles in a specific level, containing their position, script name and scaling. | |||||
BINA/OBJC/PATR | Patrol Path
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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". | |||||
BINA/OBJC/PWRU | PowerUp
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BINACJBOPowerUp | local | local | |
List of power-ups (such as hypo sprays) in a specific level which are spawned at level load, containing their position. | |||||
BINA/OBJC/SNDG | Sound
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BINACJBOSound | local | local | |
List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you get close to a machine and you hear a sound, that's because of a sound group. | |||||
BINA/OBJC/TRGV | Trigger Volume
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BINACJBOTrigger Volume | local | local | |
List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script when entered. | |||||
BINA/OBJC/TRIG | Trigger
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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. | |||||
BINA/OBJC/TURR | Turret
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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. | |||||
BINA/OBJC/WEAP | Weapon
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BINACJBOWeapon | local | local | |
List of weapons in a specific level, determining their spawn location at level load. |