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  • * DOOR files are named in the <Class> tag of [[XML:BINA/OBJC/DOOR|BINACJBODOOR]] files ...e XML]] section under the <Geometry> tags. Of course TXMPs are required as part of the new 3D content.
    6 KB (759 words) - 14:28, 9 May 2024
  • : This "AI Setup Array" is an alternative character list. [[XML:BINA/OBJC/CHAR|BINACHAR]] is more powerful. : Actual object IDs can also be found in BINA/OBJC/####.
    20 KB (2,554 words) - 18:07, 9 December 2023
  • ...s is about the turret class resource. For turret instances, see [[OBD:BINA/OBJC/TURR]]. ...w2_sap_e01 | 3D particle name (reference to [[OBD:BINA/PAR3|BINA/PAR3]]w2_sap_e01) }}
    11 KB (1,431 words) - 21:38, 9 December 2023
  • * TURR instances for a level are stored in [[XML:BINA/OBJC/TURR|BINACJBOTurret]]. * The M3GM in <BaseGeometry> isn't used; instead the turret body is part of the AKEV level geometry.
    8 KB (1,037 words) - 17:38, 21 February 2022
  • ...the second part, the third pic the third part and the last pic the fourth part of it. ...g 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee]] profile }}
    8 KB (1,111 words) - 21:41, 9 December 2023
  • * ONCP, ONIA, OBPI and OBPM are part of '''ONCC*.oni''' files. | [[XML:BINA/OBJC/CMBT|Combat profile ID]]
    33 KB (4,606 words) - 02:34, 26 October 2023
  • {{OBD BINA Header|prev=ONIE|type=PAR3|next=SABD|name=3D Particle|onistuff=b_3d}} The following example is the raw/separate file part of '''3RAPenv_bomb_e06.BINA''' (level 0). (Another example: http://ssg.oni2.net/oni_b_3e.htm )
    25 KB (3,313 words) - 23:44, 8 December 2023
  • '''Support for [[XML:BINA/ONIE|effects]]''' ...indicate damaged environment need level textures to be registered in [[XML:BINA/TMBD|TMBD]]. Make sure not to replace existing texture entries but to add y
    62 KB (8,990 words) - 21:32, 12 May 2024
  • ...atch processing feature does not support AIFF exporting even though it's a part of the underlying ffmpeg program that Audacity uses. To convert a large num ...i sounds, note that all of Oni's SNDD resources possess a ".aif" suffix as part of their <u>actual resource names</u> (yes, even the WAV-encoded sounds in
    31 KB (4,573 words) - 15:13, 31 December 2023
  • * [[XML:BINA/OBJC/PART|Particle collections]] are level specific. <Object Id="11291" Type="PART">
    52 KB (6,162 words) - 20:04, 13 December 2023
  • :* support for exporting/importing [[OBD:BINA/SABD|sound animations]] to/from xml files :* added xml support for [[OBD:BINA/ONIE|ONIE]].
    42 KB (6,309 words) - 20:13, 26 June 2022
  • ...(see pursuit modes)]] and might also interfere with part of the [[OBD:BINA/OBJC/CMBT#About_pursuit_distance|combat profile]]. Can't definite say, I hope yo The training course is the most absurd part of many games: in Oni's case {{C|0}} is less serious than {{C|11}}, by far.
    26 KB (4,552 words) - 20:14, 19 December 2023
  • ...is continually fed with "traversal nodes" -- temporary marks placed in the part of the pathfinding grid which the AI is currently running through. An AI wi ...effects ([[ONIE]]), and a danger sound type can be set in a particle's as part of its "danger radius".
    83 KB (14,177 words) - 19:32, 29 February 2024
  • ...the correct TRAM by using an unknown context, possibly this is similar or part of the distinction of "forward" (face-to-face) and "backward" (face-to-back ...part of the animation system continues playing the initial animation, and part of it is playing the follow-up animation, with all the rotations and positi
    60 KB (8,825 words) - 19:01, 29 February 2024
  • ...he character doesn't have the "NotInitiallyPresent" flag in the [[OBD:BINA/OBJC/CHAR|BINACJBOCharacter]] file). ...will ignore the alarm if they are passive, are not set in their [[OBD:BINA/OBJC/CHAR|CHAR]] to respond to this alarm group, are an ally of the named charac
    44 KB (7,703 words) - 19:12, 29 February 2024
  • ...10_Final, and there is no reference to the OSBD from scripts or [[OBD:BINA/OBJC/NEUT|NEUT]].''') ...'t get backing from any legitimate source. They left us alone for the most part. We didn't think they were interested in our work. We were wrong.
    71 KB (10,652 words) - 19:07, 25 March 2024
  • ** when adding (merging) a new part to the existing mesh, the materials/textures will be grouped under (Explore ' for example the [[XML:BINA/OBJC/TRGV|BINACJBOTrigger Volume.xml]] file has flags as strings for the <Flags>
    73 KB (10,328 words) - 16:20, 28 September 2023
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