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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 of
    4 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 separate
    11 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 character
    3 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 M
    6 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 y
    62 KB (8,991 words) - 16:35, 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