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- {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}2 KB (248 words) - 21:19, 9 December 2023
- {{XML_OBJC_Header | prev=NEUT | type=PART | next=PATR | name=Particle}} The following commands utilize the defined [[XML:BINA/PAR3#Event_types|particle events]].4 KB (546 words) - 01:14, 3 April 2021
Page text matches
- #REDIRECT [[OBD:BINA/OBJC/PART]]32 bytes (5 words) - 22:47, 1 May 2008
- {{OBD_File_Header | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=General | align=center} ...tered as a tag, but is really a wrapper for other tags. One of those tags, OBJC, is a wrapper for still more tags (see below).6 KB (914 words) - 01:57, 8 December 2023
- |[[OBD:BINA/PAR3|BINA/PAR3]] |[[OBD:BINA/OBJC|BINA/OBJC]]2 KB (305 words) - 16:24, 9 December 2023
- {{OBD BINA Header|prev=TMBD|type=OBJC|next=ONIE|name=Objects|onistuff=bina}} ...herwise (Windows). OBJC is registered as a tag (and is also a sub-tag of [[BINA]]), but it serves as a wrapper for other tags. OBJCs are lists composed of4 KB (575 words) - 23:45, 8 December 2023
- ...f the sub-hierarchy of an [[OBD:ONLV|Oni Game Level]] and various BINA and OBJC collections. ===BINA collections===9 KB (1,513 words) - 19:31, 9 December 2023
- {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}2 KB (248 words) - 21:19, 9 December 2023
- ...7 regular types, 2 wrapper types (BINA and OBJC), 4 BINA subtypes, 16 BINA/OBJC subtypes, 16 defunct types, and 10 unused types. There is a less technical For convenience, the BINA and BINA/OBJC tags are listed in the "All tags" table, but redirect to their own separate11 KB (1,616 words) - 19:33, 9 December 2023
- ...s to level file resources, but lookups to hardcoded tables (which are also part of OBD, sort of...) checked past BINA...6 KB (907 words) - 20:07, 7 March 2021
- ...| particle type name (reference to 06079-3RAPlocklight.[[OBD:BINA/PAR3|BINA]] of level 0); global lookup name }} ...ter tool to store particles attached to [[OBD:OBOA|objects]] or [[OBD:BINA/OBJC/FURN|furniture]].2 KB (285 words) - 07:23, 29 September 2022
- {{XML_OBJC_Header | prev=PART | type=PATR | next=PWRU | name=Patrol Path}} | Used in [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]]5 KB (500 words) - 01:21, 3 April 2021
- {{OBD BINA Header|align=center|prev=OBJC|type=ONIE|next=PAR3|name=Oni Impact Effects|onistuff=b_ie}} ...0 00 | 47032 | 47032 bytes is the length of the following impact effects part from this position }}5 KB (688 words) - 23:45, 8 December 2023
- {{OBD OBJC Header | type=MELE | prev=FURN | next=NEUT | name=Melee profile | align=cen {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}14 KB (2,187 words) - 21:36, 11 March 2024
- ...due to this BSL function, but due to the <Follow> data in their [[XML:BINA/OBJC/NEUT|NEUT]] setup. To make an AI follow you as a test of pathfinding, you c ...rgument "setfacing", then the AI will also assume the facing angle that is part of the flag data when they reach the flag. If you want the player character3 KB (520 words) - 17:12, 26 March 2021
- {{OBD OBJC Header | align=center | type=CONS | prev=CMBT | next=DOOR | name=Console | {{OBDtr| 0x000 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}4 KB (475 words) - 21:17, 9 December 2023
- {{OBD OBJC Header | align=center | type=CMBT | prev=CHAR | next=CONS | name=Combat Pro {{OBDtr| 0x00 | 4CC |FF0000| 43 4A 42 4F | OBJC | objects }}9 KB (1,455 words) - 21:17, 9 December 2023
- ...verview of each of the 65 significant data types (45 basic, 16 OBJC, and 4 BINA) and 43 sub-types that they rely on. ...AKBP]], <br>[[#AKEV|AKEV]], [[#AKEV|AKOT]], <br>[[#AKEV|AKVA]], '''[[#BINA|BINA]]'''24 KB (3,891 words) - 16:26, 11 February 2024
- {{XML_OBJC_Header | prev=MELE | type=NEUT | next=PART | name=Neutral}} | Used by [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]] and [[XML:BINA/OBJC/MELE|BINA/OBJC/MELE]].10 KB (1,411 words) - 12:23, 5 April 2021
- * The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TU |Used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands.3 KB (414 words) - 15:24, 3 April 2021
- ...ty, etc. Loose particles are normally added to the level's [[XML:BINA/OBJC/PART|particle collection]]. ...hts_with_particle_ingame.png|thumb|200px|right|Streetlights are originally part of the level geometry. For import tests they have been transformed into a M6 KB (721 words) - 01:19, 20 November 2023
- 38 7C is the size of the part in the raw/separate file in bytes (31800) For more information on CHAR, look at this page: [[OBD:BINA/OBJC/CHAR]]5 KB (618 words) - 22:19, 7 May 2022
- * 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 y62 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 in31 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 positi60 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 charac44 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