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  • {{OBD Home}} ...separate files have no file header, since the instance file serves as the table of contents for them. The only structural rules about raw/separate files ar
    4 KB (747 words) - 03:45, 20 December 2021
  • {{Table}} {{OBD Table Header}}
    6 KB (904 words) - 21:40, 9 December 2023
  • {{OBD OBJC Header | align=center | type=TRGV | prev=SNDG | next=TRIG | name=Trigger Volume | {{Table}}
    4 KB (604 words) - 21:22, 9 December 2023
  • ...] for Windows and [http://mods.oni2.net/node/155 OniLib] for Mac, though [[OBD]]-style hex-based documentation of this file is given below. In addition to save point data, persist.dat has a header section which stores Oni's preferences as chosen on the Options screen (not
    10 KB (1,392 words) - 20:37, 7 December 2023
  • The first image shows the header and the beginning of the first element. The second image the end of it. {{Table}}
    4 KB (524 words) - 19:49, 23 May 2013
  • :''This is about the turret class resource. For turret instances, see [[OBD:BINA/OBJC/TURR]]. {{Table}}
    11 KB (1,431 words) - 21:38, 9 December 2023
  • {{OBD OBJC Header | align=center | type=CMBT | prev=CHAR | next=CONS | name=Combat Profile | {{Table}}
    9 KB (1,455 words) - 21:17, 9 December 2023
  • {{OBD BINA Header|prev=ONIE|type=PAR3|next=SABD|name=3D Particle|onistuff=b_3d}} ==Header==
    25 KB (3,313 words) - 23:44, 8 December 2023
  • {{OBD OBJC Header | align=center | type=PATR | prev=PART | next=PWRU | name=Patrol path | stu {{Table}}
    6 KB (825 words) - 21:19, 9 December 2023
  • ....WAV files'''&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[[OBD:SNDD/aif|.AIF files]]</center> :(The contents of the "fmt " header, relevant to SNDD storage, has been highlighted in '''''bold italic'''''.)
    27 KB (4,411 words) - 14:07, 6 January 2024
  • ...'''[[OBD:TRAM|TRAM]] - bodyparts animation parts part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x38|sound part]]</CENTER> {{Table}}
    12 KB (1,791 words) - 23:56, 15 December 2022
  • ...r A-Law PCM, IEEE float PCM, etc.) The PS2 engine uses the same short data header as for PC demo and Mac, but the waveform is stored as VAG (a.k.a. PSX ADPCM {{Table}}
    40 KB (6,305 words) - 14:04, 6 January 2024
  • ::: "Let's try firing at some moving targets. Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up ::: "Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up
    16 KB (2,603 words) - 03:05, 10 December 2023
  • {{Table}} ...x00C | offset |FFFFC8| A0 B4 80 00 | 0x0080B4A0 | .raw-address of the [[OBD:TRAM/raw0x0C|height]] track (Y-position of the pelvis above the root) }}
    41 KB (6,279 words) - 22:33, 27 October 2023
  • ...'''bip_***'''. They are empty (filled with blanks) except for their 8-byte header (instance ID and level ID), i.e. they do not have valid TRTA, TRIA or TRGA {{table}}
    19 KB (2,609 words) - 22:41, 5 December 2023
  • * Metadata or "header": animation type, state, flags, particle, sounds, etc. * If the never-used Thrown type can be applied as type 18 the table looks much more complete. "Restoring" forward tackles (face-to-face, src ru
    60 KB (8,825 words) - 19:01, 29 February 2024
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