XML:File types: Difference between revisions

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(undoing last edit before putting these changes back in the form of a new table column)
("Location" column is now "Location (vanilla)" and "Location (AE)"; as of this edit, the contents of the AE column are just a duplicate of the vanilla column)
Line 13: Line 13:
|Location:
|Location:
:global: File(s) found in level0_Final
:global: File(s) found in level0_Final
:local: File(s) found in level[1-19]_Final
:local: File(s) may be in level[1-19]_Final
:both: File(s) found in all level files
:both: File(s) may be in either place
|}
|}


Line 78: Line 78:
!width="250px" style="text-align:left; vertical-align:center; background-color:#EEEEEE"|Name
!width="250px" style="text-align:left; vertical-align:center; background-color:#EEEEEE"|Name
!width="200px" style="text-align:left; vertical-align:center; background-color:#EEEEEE"|File name(s)
!width="200px" style="text-align:left; vertical-align:center; background-color:#EEEEEE"|File name(s)
!style="text-align:left; vertical-align:bottom; background-color:#EEEEEE"|Location
!width="125px" style="text-align:left; vertical-align:bottom; background-color:#EEEEEE"|Location (vanilla)
!style="text-align:left; vertical-align:bottom; background-color:#EEEEEE"|Location (AE)
{{XMLtype|AISA|AI Character Setup Array
{{XMLtype|AISA|AI Character Setup Array
|yes
|yes
|AISAlevel##_scripts
|AISAlevel##_scripts
|local
|local
|local
|This file type was probably in the process of being replaced by [[#BINA/OBJC/CHAR|CHAR]] when Oni shipped, but it is still used for a few cutscene characters.}}
|This file type was probably in the process of being replaced by [[#BINA/OBJC/CHAR|CHAR]] when Oni shipped, but it is still used for a few cutscene characters.}}
Line 87: Line 89:
|some
|some
|AKEV...
|AKEV...
|local
|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|M3GM]]. This type exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]].}}
|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|M3GM]]. This type exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]].}}
Line 92: Line 95:
|some
|some
|CONSconsole...
|CONSconsole...
|global
|global
|global
|There are only three of these models for the consoles used in all of Oni, as documented in [[Console]], though the picture ([[#TXMP|TXMP]]) displayed on a specific console varies.}}
|There are only three of these models for the consoles used in all of Oni, as documented in [[Console]], though the picture ([[#TXMP|TXMP]]) displayed on a specific console varies.}}
Line 97: Line 101:
|yes
|yes
|DOOR...
|DOOR...
|global
|global
|global
|There are 48 types of doors, defined globally for use in the levels.}}
|There are 48 types of doors, defined globally for use in the levels.}}
Line 102: Line 107:
|yes
|yes
|DPgelev_##_pg_##
|DPgelev_##_pg_##
|global
|global
|global
|As seen in the Diary tab of the Pause screen. The actual text is in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|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 ([[#TXMP|TXMP]]s provided by KeyI), however, this functionality is unused in Oni's existing data.}}
|As seen in the Diary tab of the Pause screen. The actual text is in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|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 ([[#TXMP|TXMP]]s provided by KeyI), however, this functionality is unused in Oni's existing data.}}
Line 107: Line 113:
|yes
|yes
|FILM...
|FILM...
|local
|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. ^_^}}
|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. ^_^}}
Line 112: Line 119:
|yes
|yes
|HPgehelp_pg_01
|HPgehelp_pg_01
|global
|global
|global
|The Help tab of the Pause screen 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|DPge]], [[#OPge|OPge]], [[#IPge|IPge]], and [[#WPge|WPge]]).}}
|The Help tab of the Pause screen 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|DPge]], [[#OPge|OPge]], [[#IPge|IPge]], and [[#WPge|WPge]]).}}
Line 117: Line 125:
|yes
|yes
|IGHHhud_help_info
|IGHHhud_help_info
|global
|global
|global
|The Help tab of the Pause screen labels the in-game UI using the text found here and the overlay textures it links to.}}
|The Help tab of the Pause screen labels the in-game UI using the text found here and the overlay textures it links to.}}
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|yes
|yes
|Impt...
|Impt...
|global
|global
|global
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
Line 127: Line 137:
|yes
|yes
|IPge...
|IPge...
|local
|local
|local
|As items are picked up, their Item Pages are displayed on the Items tab of the Pause screen. The actual text and image is found in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#DPge|DPge]], [[#HPge|HPge]], and [[#WPge|WPge]]).}}
|As items are picked up, their Item Pages are displayed on the Items tab of the Pause screen. The actual text and image is found in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#DPge|DPge]], [[#HPge|HPge]], and [[#WPge|WPge]]).}}
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|yes
|yes
|M3GM...
|M3GM...
|both
|both
|both
|A basic unit of 3D geometry, used by anything that can have a physical shape, such as characters ([[#TRBS|TRBS]]), consoles ([[#CONS|CONS]]), animated objects ([[#OBAN|OBAN]]) and particles ([[#BINA/PAR3|PAR3]]). The building blocks of the geometry are the types IDXA, PNTA, TXCA, VCRA (these are all exported under M3GM so do not have separate XML documentation), and the texture is provided by [[#TXMP|TXMP]].}}
|A basic unit of 3D geometry, used by anything that can have a physical shape, such as characters ([[#TRBS|TRBS]]), consoles ([[#CONS|CONS]]), animated objects ([[#OBAN|OBAN]]) and particles ([[#BINA/PAR3|PAR3]]). The building blocks of the geometry are the types IDXA, PNTA, TXCA, VCRA (these are all exported under M3GM so do not have separate XML documentation), and the texture is provided by [[#TXMP|TXMP]].}}
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|yes
|yes
|Mtrl...
|Mtrl...
|global
|global
|global
|These files is used to build up the hierarchy of materials. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
|These files is used to build up the hierarchy of materials. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
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|yes
|yes
|OBAN...
|OBAN...
|both
|both
|both
|Yes, this is used to animate objects, but also characters and cutscene cameras. Uses OBOA (also used by [[#ONLV|ONLV]]) to store the physics settings, and the OBOA in turn uses an M3GA, which is an array of [[#M3GM|M3GMs]], to store the actual geometry.}}
|Yes, this is used to animate objects, but also characters and cutscene cameras. Uses OBOA (also used by [[#ONLV|ONLV]]) to store the physics settings, and the OBOA in turn uses an M3GA, which is an array of [[#M3GM|M3GMs]], to store the actual geometry.}}
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|yes
|yes
|OFGA...
|OFGA...
|N/A
|N/A
|N/A
|Used to import objects with no functions. (Door, consoles, etc. get imported as [[#BINA/OBJC|object lists]]. See [[XML:ONLV]] for more information.)}}
|Used to import objects with no functions. (Door, consoles, etc. get imported as [[#BINA/OBJC|object lists]]. See [[XML:ONLV]] for more information.)}}
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|some
|some
|ONCC...
|ONCC...
|local
|local
|local
|Here a type of character (Konoko, Striker, etc.) is assigned its weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model ([[#TRBS|TRBS]]), animation collection ([[#TRAC|TRAC]]), textures ([[#TRMA|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).)}}
|Here a type of character (Konoko, Striker, etc.) is assigned its weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model ([[#TRBS|TRBS]]), animation collection ([[#TRAC|TRAC]]), textures ([[#TRMA|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).)}}
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|yes
|yes
|ONCV...
|ONCV...
|global
|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 [[#BINA/OBJC/CHAR|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.)}}
|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 [[#BINA/OBJC/CHAR|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.)}}
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|yes
|yes
|ONGSgame_settings
|ONGSgame_settings
|global
|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.}}
|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.}}
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|some
|some
|ONLDlevel_##
|ONLDlevel_##
|global
|global
|global
|Contains the level's number, the number of the next level, and the level's name as it appears on the Load Game screen.}}
|Contains the level's number, the number of the next level, and the level's name as it appears on the Load Game screen.}}
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|some
|some
|ONLV...
|ONLV...
|local
|local
|local
|The top of the hierarchy when it comes to level data. Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the environmental model ([[#AKEV|AKEV]]), animated objects ([[#OBAN|OBOA]]), the skybox ([[#ONSK|ONSK]]), and the AIs to spawn (well, the ones in [[#AISA|AISA]]; the ones in [[#BINA/OBJC/CHAR|CHAR]] need no link from here). These type links as well as the corpse array (CRSA), environmental particles (ENVP), and gunk data (ONOA) 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.}}
|The top of the hierarchy when it comes to level data. Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the environmental model ([[#AKEV|AKEV]]), animated objects ([[#OBAN|OBOA]]), the skybox ([[#ONSK|ONSK]]), and the AIs to spawn (well, the ones in [[#AISA|AISA]]; the ones in [[#BINA/OBJC/CHAR|CHAR]] need no link from here). These type links as well as the corpse array (CRSA), environmental particles (ENVP), and gunk data (ONOA) 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.}}
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|yes
|yes
|ONSK...
|ONSK...
|local
|local
|local
|It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.}}
|It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.}}
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|yes
|yes
|ONVLvariant_list
|ONVLvariant_list
|global
|global
|global
|It's used to randomize characters' appearances in conjunction with [[#ONCV|ONCV]].}}
|It's used to randomize characters' appearances in conjunction with [[#ONCV|ONCV]].}}
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|yes
|yes
|ONWCw...
|ONWCw...
|global
|global
|global
|Describes the primary and secondary fire mode and more, and links to its particles ([[#BINA/PAR3|PAR3]]), a 3D model ([[#M3GM|M3GM]]), and textures ([[#TXMP|TXMP]]).}}
|Describes the primary and secondary fire mode and more, and links to its particles ([[#BINA/PAR3|PAR3]]), a 3D model ([[#M3GM|M3GM]]), and textures ([[#TXMP|TXMP]]).}}
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|yes
|yes
|OPgelevel_##
|OPgelevel_##
|local
|local
|local
|This is the wrapping type for the text that appears in the Objective tab of the Pause screen. The actual text is found by following the objective page's link to an IGPA (also used by [[#TxtC|TxtC]]), which is an array of IGPGs (also used by [[#DPge|DPge]], [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|WPge]]) which contain links to arrays of text strings (IGSA, which point to the individual strings, IGSt, which link to the font family, [[#WMDD|TSFF]]) and links to [[#TXMP|TXMPs]] for illustrations.}}
|This is the wrapping type for the text that appears in the Objective tab of the Pause screen. The actual text is found by following the objective page's link to an IGPA (also used by [[#TxtC|TxtC]]), which is an array of IGPGs (also used by [[#DPge|DPge]], [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|WPge]]) which contain links to arrays of text strings (IGSA, which point to the individual strings, IGSt, which link to the font family, [[#WMDD|TSFF]]) and links to [[#TXMP|TXMPs]] for illustrations.}}
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|some
|some
|OSBD...
|OSBD...
|global
|global
|global
|They determine how sounds (SNDD) get played.}}
|They determine how sounds (SNDD) get played.}}
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|yes
|yes
|PSpc...
|PSpc...
|both
|both
|both
|Specifies coordinates in a certain [[#TXMP|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.}}
|Specifies coordinates in a certain [[#TXMP|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.}}
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|no
|no
|PSpLpartspec_list
|PSpLpartspec_list
|global
|global
|global
|Links to the [[#PSpc|PSpc]] used for the plain-color background of a particular UI (the in-game UI uses black and the out-game UI uses transparency).}}
|Links to the [[#PSpc|PSpc]] used for the plain-color background of a particular UI (the in-game UI uses black and the out-game UI uses transparency).}}
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|no
|no
|PSUIpsui_...
|PSUIpsui_...
|global
|global
|global
|Specifies the [[#PSpc|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.}}
|Specifies the [[#PSpc|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.}}
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|yes
|yes
|StNA...
|StNA...
|global
|global
|global
|StNA files are obsolete. However, in the XML docs for it, you'll find collections of flags used by [[#TRAM|TRAM]].}}
|StNA files are obsolete. However, in the XML docs for it, you'll find collections of flags used by [[#TRAM|TRAM]].}}
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|yes
|yes
|SUBT...
|SUBT...
|global
|global
|global
|This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML.}}
|This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML.}}
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|yes
|yes
|TRAC...
|TRAC...
|both
|both
|both
|Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
|Used to build a hierarchy of moves ([[#TRAM|TRAMs]]) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
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|some
|some
|TRAM...
|TRAM...
|both
|both
|both
|The core 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.}}
|The core 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.}}
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|no
|no
|TRAS...
|TRAS...
|both
|both
|both
|The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.}}
|The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.}}
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|yes
|yes
|TRBS...
|TRBS...
|local
|local
|local
|The wrapping data for the 3D model of a character. Character classes ([[#ONCC|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 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.}}
|The wrapping data for the 3D model of a character. Character classes ([[#ONCC|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 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.}}
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|yes
|yes
|TRGEtrigger_emitter_0
|TRGEtrigger_emitter_0
|global
|global
|global
|This file links to the one 3D model ([[#M3GM|M3GM]]) used for all laser triggers. Used by [[#TRIG|TRIG]].}}
|This file links to the one 3D model ([[#M3GM|M3GM]]) used for all laser triggers. Used by [[#TRIG|TRIG]].}}
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|some
|some
|TRIG...
|TRIG...
|global
|global
|global
|A laser trigger class.}}
|A laser trigger class.}}
Line 257: Line 293:
|yes
|yes
|TRMA...
|TRMA...
|local
|local
|local
|The list of textures used for each [[XML:TRIA#Bones|body part]] of a certain character.}}
|The list of textures used for each [[XML:TRIA#Bones|body part]] of a certain character.}}
Line 262: Line 299:
|no
|no
|TRSC...
|TRSC...
|both
|both
|both
|Essentially just links to the [[#TRAS|TRAS]] of a character.}}
|Essentially just links to the [[#TRAS|TRAS]] of a character.}}
Line 267: Line 305:
|yes
|yes
|TURR...
|TURR...
|global
|global
|global
|A class of turret. The actual geometry is in a linked [[#M3GM|M3GM]].}}
|A class of turret. The actual geometry is in a linked [[#M3GM|M3GM]].}}
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|yes
|yes
|TXMB...
|TXMB...
|both
|both
|both
|A series of concatenated [[#TXMP|TXMPs]], used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
|A series of concatenated [[#TXMP|TXMPs]], used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
Line 277: Line 317:
|yes
|yes
|TXMP...
|TXMP...
|both
|both
|both
|This type covers all images in Oni (except the ones larger than 256x256, which are built with [[#TXMB|TXMB]]). When a texture is animated, it will have a link to TXAN, which simply contains information about the animation; the actual image data is still in the TXMP.}}
|This type covers all images in Oni (except the ones larger than 256x256, which are built with [[#TXMB|TXMB]]). When a texture is animated, it will have a link to TXAN, which simply contains information about the animation; the actual image data is still in the TXMP.}}
Line 282: Line 323:
|yes
|yes
|TxtClevel_...
|TxtClevel_...
|local
|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|OPge]]), which is an array of IGPG (also used by [[#DPge|DPge]], [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|WPge]]) that contains the actual text.}}
|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|OPge]]), which is an array of IGPG (also used by [[#DPge|DPge]], [[#HPge|HPge]], [[#IPge|IPge]], and [[#WPge|WPge]]) that contains the actual text.}}
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|no
|no
|WMCLcursor_list
|WMCLcursor_list
|global
|global
|global
|Simply links to the [[#PSpc|PSpc]] which links to the image used for the mouse pointer that appears in Oni.}}
|Simply links to the [[#PSpc|PSpc]] which links to the image used for the mouse pointer that appears in Oni.}}
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|yes
|yes
|WMDD...
|WMDD...
|global
|global
|global
|Describes the structure of screens like the Main Menu. Uses [[#WMM|WMM]] for pop-up menus, and links to the desired font family (TSFF, also used by [[#OPge|IGPG]]), which in turn links to the font language (TSFL) and the font itself (TSFT, which links to TSGA for the coordinates of each letter in the TSFT data); there is only one font to choose from, Tahoma. Because Oni's UI is partially hardcoded, adding new buttons would require engine modding.}}
|Describes the structure of screens like the Main Menu. Uses [[#WMM|WMM]] for pop-up menus, and links to the desired font family (TSFF, also used by [[#OPge|IGPG]]), which in turn links to the font language (TSFL) and the font itself (TSFT, which links to TSGA for the coordinates of each letter in the TSFT data); there is only one font to choose from, Tahoma. Because Oni's UI is partially hardcoded, adding new buttons would require engine modding.}}
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|yes
|yes
|WMM...
|WMM...
|global
|global
|global
|Drop-down menus used in [[#WMDD|WMDDs]]. This type is actually "WMM_", using the underscore in lieu of a fourth letter, but the wiki won't let us end a page in an underscore, so here we call it "WMM". Most of the WMMs, and the sole WMMB in Oni (a menu bar that uses WMM for its menus), are development relics.}}
|Drop-down menus used in [[#WMDD|WMDDs]]. This type is actually "WMM_", using the underscore in lieu of a fourth letter, but the wiki won't let us end a page in an underscore, so here we call it "WMM". Most of the WMMs, and the sole WMMB in Oni (a menu bar that uses WMM for its menus), are development relics.}}
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|yes
|yes
|WPgew...
|WPgew...
|global
|global
|global
|This is the source for the text and images that appear in the Weapons tab of the Pause screen. The actual text and image is found in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#DPge|DPge]], [[#HPge|HPge]], and [[#WPge|WPge]]).}}
|This is the source for the text and images that appear in the Weapons tab of the Pause screen. The actual text and image is found in a linked IGPG (see [[#OPge|OPge]] for more info; also used by [[#DPge|DPge]], [[#HPge|HPge]], and [[#WPge|WPge]]).}}
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!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="200px" align="left" style="background-color:#EEEEEE"|File name(s)
!width="200px" align="left" style="background-color:#EEEEEE"|File name(s)
!align="left" style="background-color:#EEEEEE"|Location
!width="125px" align="left" style="background-color:#EEEEEE"|Location (vanilla)
!align="left" style="background-color:#EEEEEE"|Location (AE)
{{XMLtype|BINA/ONIE|Oni Impact Effects
{{XMLtype|BINA/ONIE|Oni Impact Effects
|some
|some
|BINAEINOimpact_effects
|BINAEINOimpact_effects
|global
|global
|global
|A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact ([[#Impt|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}}
|A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact ([[#Impt|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}}
Line 321: Line 369:
|some
|some
|BINA3RAP...
|BINA3RAP...
|global
|global
|global
|A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}}
|A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}}
Line 326: Line 375:
|some
|some
|BINADBAS...
|BINADBAS...
|global
|global
|global
|A list of the sounds to be played for an animation type. There is one of these for each character variant ([[#ONCV|ONCV]]).}}
|A list of the sounds to be played for an animation type. There is one of these for each character variant ([[#ONCV|ONCV]]).}}
Line 331: Line 381:
|yes
|yes
|BINADBMTTextureMaterials
|BINADBMTTextureMaterials
|global
|global
|global
|A list of the materials ([[#Mtrl|Mtrl]]) assigned to each texture map ([[#TXMP|TXMP]]). Used by [[#BINA/ONIE|ONIE]].}}
|A list of the materials ([[#Mtrl|Mtrl]]) assigned to each texture map ([[#TXMP|TXMP]]). Used by [[#BINA/ONIE|ONIE]].}}
Line 341: Line 392:
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="200px" align="left" style="background-color:#EEEEEE"|File name(s)
!width="200px" align="left" style="background-color:#EEEEEE"|File name(s)
!align="left" style="background-color:#EEEEEE"|Location
!width="125px" align="left" style="background-color:#EEEEEE"|Location (vanilla)
!align="left" style="background-color:#EEEEEE"|Location (AE)
{{XMLtype|BINA/OBJC/CHAR|Characters
{{XMLtype|BINA/OBJC/CHAR|Characters
|some
|some
|BINACJBOCharacter
|BINACJBOCharacter
|local
|local
|local
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}}
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}}
Line 350: Line 403:
|some
|some
|BINACJBOCombat
|BINACJBOCombat
|global
|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.}}
|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.}}
Line 355: Line 409:
|yes
|yes
|BINACJBOConsole
|BINACJBOConsole
|local
|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.}}
|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.}}
Line 360: Line 415:
|yes
|yes
|BINACJBODoor
|BINACJBODoor
|local
|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 by a character who opens the door.}}
|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 by a character who opens the door.}}
Line 365: Line 421:
|yes
|yes
|BINACJBOFlag
|BINACJBOFlag
|local
|local
|local
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}}
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}}
Line 370: Line 427:
|yes
|yes
|BINACJBOFurniture
|BINACJBOFurniture
|local
|local
|local
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}}
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}}
Line 375: Line 433:
|some
|some
|BINACJBOMelee Profile
|BINACJBOMelee Profile
|global
|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.}}
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}}
Line 380: Line 439:
|yes
|yes
|BINACJBONeutral
|BINACJBONeutral
|local
|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.}}
|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.}}
Line 385: Line 445:
|yes
|yes
|BINACJBOParticle
|BINACJBOParticle
|local
|local
|local
|List of particles in a specific level, containing their position, script name and scaling.}}
|List of particles in a specific level, containing their position, script name and scaling.}}
Line 390: Line 451:
|yes
|yes
|BINACJBOPatrol Path
|BINACJBOPatrol Path
|local
|local
|local
|List of patrol paths in a specific level, containing an ID which is used by [[#BINA/OBJC/CHAR|CHAR]] and the scripting command "ai2_dopath".}}
|List of patrol paths in a specific level, containing an ID which is used by [[#BINA/OBJC/CHAR|CHAR]] and the scripting command "ai2_dopath".}}
Line 395: Line 457:
|yes
|yes
|BINACJBOPowerUp
|BINACJBOPowerUp
|local
|local
|local
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}}
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}}
Line 400: Line 463:
|some
|some
|BINACJBOSound
|BINACJBOSound
|local
|local
|local
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of a sound group.}}
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of a sound group.}}
Line 405: Line 469:
|yes
|yes
|BINACJBOTrigger Volume
|BINACJBOTrigger Volume
|local
|local
|local
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script when entered.}}
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script when entered.}}
Line 410: Line 475:
|yes
|yes
|BINAJCBOTrigger
|BINAJCBOTrigger
|local
|local
|local
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets ([[#TURR|TURR]]), but also script functions in the level.}}
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets ([[#TURR|TURR]]), but also script functions in the level.}}
Line 415: Line 481:
|yes
|yes
|BINACJBOTurret
|BINACJBOTurret
|local
|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.}}
|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.}}
Line 420: Line 487:
|yes
|yes
|BINACJBOWeapon
|BINACJBOWeapon
|local
|local
|local
|List of weapons in a specific level, determining their spawn location at level load.}}
|List of weapons in a specific level, determining their spawn location at level load.}}

Revision as of 21:28, 21 August 2016

See Modding Oni for an introduction to modding.
Click to return to the main XML page.

Following is an overview of each of the 65 significant data types (43 basic, 16 OBJC, and 4 BINA) and 43 sub-types that they rely on.

Legend
Documentation status:
Aqua Dot-Green.png Available
Aqua Dot-Yellow.png Incomplete
Aqua Dot-Red.png Unavailable, see OBD docs
if you wish to mod the file type
Location:
global: File(s) found in level0_Final
local: File(s) may be in level[1-19]_Final
both: File(s) may be in either place
Jump Table

A-BABNA, AGQC, AGQG,
AGQR, AISA, AKAA, AKBA,
AKBP, AKEV, AKOT, AKVA,
BINA

C-ECBPI, CBPM, CHAR,
CMBT, CONS, CONS (OBJC),
CRSA, DOOR, DOOR (OBJC),
DPge, ENVP

F-KFILM, FLAG, FURN,
HPge, IDXA, IGHH, IGPA,
IGPG, IGSA, IGSt, Impt,
IPge, KeyI

M-NM3GA, M3GM, MELE,
Mtrl, NEUT

OOBAN, OBJC, OBOA,
OFGA, ONCC, ONCP, ONCV,
ONGS, ONIA, ONIE, ONLD,
ONLV, ONOA, ONSK, ONVL,
ONWC, OPge, OSBD, OTIT,
OTLF

P-SPAR3, PART, PATR,
PLEA, PNTA, PSpc, PSpL,
PSUI, PWRU, QTNA, SABD,
SNDD, SNDG, StNA, SUBT

TTMBD, TRAC, TRAM,
TRAS, TRBS, TRCM, TRGA,
TRGE, TRGV, TRIA, TRIG,
TRIG (OBJC), TRMA, TRSC,
TRTA, TSFF, TSFL, TSFT,
TSGA, TURR, TURR (OBJC),
TXAN, TXCA, TXMA, TXMB,
TXMP, TxtC

V-WVCRA, WEAP, WMCL,
WMDD, WMM, WMMB, WPge

Tag Aqua Dot-Grey.png Name File name(s) Location (vanilla) Location (AE)
AISA Aqua Dot-Green.png AI Character Setup Array

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 Aqua Dot-Yellow.png Akira Environment

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. This type exports as a Collada (.dae) file, meant to be edited in a 3D modeler like Mod Tool.
CONS Aqua Dot-Yellow.png Console

CONSconsole... global global
There are only three of these models for the consoles used in all of Oni, as documented in Console, though the picture (TXMP) displayed on a specific console varies.
DOOR Aqua Dot-Green.png Door

DOOR... global global
There are 48 types of doors, defined globally for use in the levels.
DPge Aqua Dot-Green.png Diary Page

DPgelev_##_pg_## global global
As seen in the Diary tab of the Pause screen. 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 Aqua Dot-Green.png Film

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 Aqua Dot-Green.png Help Page

HPgehelp_pg_01 global global
The Help tab of the Pause screen 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).
IGHH Aqua Dot-Green.png IGUI (In-Game User Interface) HUD Help

IGHHhud_help_info global global
The Help tab of the Pause screen labels the in-game UI using the text found here and the overlay textures it links to.
Impt Aqua Dot-Green.png Impact

Impt... global global
This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
IPge Aqua Dot-Green.png Item Page

IPge... local local
As items are picked up, their Item Pages are displayed on the Items tab of the Pause screen. The actual text and image is found in a linked IGPG (see OPge for more info; also used by DPge, HPge, and WPge).
M3GM Aqua Dot-Green.png Geometry

M3GM... both both
A basic unit of 3D geometry, used by anything that can have a physical shape, such as characters (TRBS), consoles (CONS), animated objects (OBAN) and particles (PAR3). The building blocks of the geometry are the types IDXA, PNTA, TXCA, VCRA (these are all exported under M3GM so do not have separate XML documentation), and the texture is provided by TXMP.
Mtrl Aqua Dot-Green.png Material

Mtrl... global global
These files is used to build up the hierarchy of materials. See BINA/ONIE for more information.
OBAN Aqua Dot-Green.png Object Animation

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 Aqua Dot-Green.png Object Furniture Geometry Array

OFGA... N/A N/A
Used to import objects with no functions. (Door, consoles, etc. get imported as object lists. See XML:ONLV for more information.)
ONCC Aqua Dot-Yellow.png Oni Character Class

ONCC... local local
Here a type 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).)
ONCV Aqua Dot-Green.png Oni Character Variant

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 Aqua Dot-Green.png Oni Game Settings

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 Aqua Dot-Yellow.png Oni Game Level Descriptor

ONLDlevel_## global global
Contains the level's number, the number of the next level, and the level's name as it appears on the Load Game screen.
ONLV Aqua Dot-Yellow.png Oni Game Level

ONLV... local local
The top of the hierarchy when it comes to level data. Holds, among other things, the name of the BSL folder with the scripts for this level, and links to the environmental model (AKEV), animated objects (OBOA), the skybox (ONSK), and the AIs to spawn (well, the ones in AISA; the ones in CHAR need no link from here). These type links as well as the corpse array (CRSA), environmental particles (ENVP), and gunk data (ONOA) 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 Aqua Dot-Green.png Oni Sky Class

ONSK... local local
It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.
ONVL Aqua Dot-Green.png Oni Variant List

ONVLvariant_list global global
It's used to randomize characters' appearances in conjunction with ONCV.
ONWC Aqua Dot-Green.png Oni Weapon Class

ONWCw... global global
Describes the primary and secondary fire mode and more, and links to its particles (PAR3), a 3D model (M3GM), and textures (TXMP).
OPge Aqua Dot-Green.png Objective Page

OPgelevel_## local local
This is the wrapping type for the text that appears in the Objective tab of the Pause screen. 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.
OSBD Aqua Dot-Yellow.png Oni Sound Binary Data

OSBD... global global
They determine how sounds (SNDD) get played.
PSpc Aqua Dot-Green.png Part Specification

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 Aqua Dot-Red.png Part Specification List

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 Aqua Dot-Red.png Part Specification UI

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.
StNA Aqua Dot-Green.png String Array

StNA... global global
StNA files are obsolete. However, in the XML docs for it, you'll find collections of flags used by TRAM.
SUBT Aqua Dot-Green.png Subtitle Array

SUBT... global global
This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML.
TRAC Aqua Dot-Green.png (Totoro) Animation Collection

TRAC... both both
Used to build a hierarchy of moves (TRAMs) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.
TRAM Aqua Dot-Yellow.png Totoro Animation Sequence

TRAM... both both
The core 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 Aqua Dot-Red.png Totoro Animation Sequence

TRAS... both both
The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons.
TRBS Aqua Dot-Green.png Totoro Body Set

TRBS... local local
The wrapping data 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 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 Aqua Dot-Green.png Trigger Emitter

TRGEtrigger_emitter_0 global global
This file links to the one 3D model (M3GM) used for all laser triggers. Used by TRIG.
TRIG Aqua Dot-Yellow.png Trigger

TRIG... global global
A laser trigger class.
TRMA Aqua Dot-Green.png Texture Map Array

TRMA... local local
The list of textures used for each body part of a certain character.
TRSC Aqua Dot-Red.png Screen (Aiming) Collection

TRSC... both both
Essentially just links to the TRAS of a character.
TURR Aqua Dot-Green.png Turret

TURR... global global
A class of turret. The actual geometry is in a linked M3GM.
TXMB Aqua Dot-Green.png Texture Map Big

TXMB... both both
A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.
TXMP Aqua Dot-Green.png Texture Map

TXMP... both both
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 information about the animation; the actual image data is still in the TXMP.
TxtC Aqua Dot-Green.png Text Console

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 Aqua Dot-Red.png WM (Window Manager) Cursor List

WMCLcursor_list global global
Simply links to the PSpc which links to the image used for the mouse pointer that appears in Oni.
WMDD Aqua Dot-Green.png WM (Window Manager) Dialog Data

WMDD... global global
Describes the structure of screens like the Main Menu. Uses WMM for pop-up menus, and links to the desired font family (TSFF, also used by IGPG), which in turn links to the font language (TSFL) and the font itself (TSFT, which links to TSGA for the coordinates of each letter in the TSFT data); there is only one font to choose from, Tahoma. Because Oni's UI is partially hardcoded, adding new buttons would require engine modding.
WMM Aqua Dot-Green.png WM (Window Manager) Menu

WMM... global global
Drop-down menus used in WMDDs. This type is actually "WMM_", using the underscore in lieu of a fourth letter, but the wiki won't let us end a page in an underscore, so here we call it "WMM". Most of the WMMs, and the sole WMMB in Oni (a menu bar that uses WMM for its menus), are development relics.
WPge Aqua Dot-Green.png Weapon Page

WPgew... global global
This is the source for the text and images that appear in the Weapons tab of the Pause screen. 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 Aqua Dot-Grey.png Name File name(s) Location (vanilla) Location (AE)
BINA/ONIE Aqua Dot-Yellow.png Oni Impact Effects

BINAEINOimpact_effects global global
A list of all impact effects which can happen in the game. That 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 Aqua Dot-Yellow.png Particle

BINA3RAP... global global
A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a PART.
BINA/SABD Aqua Dot-Yellow.png Sound Animation

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 Aqua Dot-Green.png Texture Materials

BINADBMTTextureMaterials global global
A list of the materials (Mtrl) assigned to each texture map (TXMP). Used by ONIE.

BINA/OBJC

Tag Aqua Dot-Grey.png Name File name(s) Location (vanilla) Location (AE)
BINA/OBJC/CHAR Aqua Dot-Yellow.png Characters

BINACJBOCharacter local local
List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.
BINA/OBJC/CMBT Aqua Dot-Yellow.png Combat

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 Aqua Dot-Green.png Consoles

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 Aqua Dot-Green.png Doors

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 by a character who opens the door.
BINA/OBJC/FLAG Aqua Dot-Green.png Flags

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 Aqua Dot-Green.png Furniture

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 Aqua Dot-Yellow.png Melee

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 Aqua Dot-Green.png Neutral

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 Aqua Dot-Green.png Particles

BINACJBOParticle local local
List of particles in a specific level, containing their position, script name and scaling.
BINA/OBJC/PATR Aqua Dot-Green.png Patrol Paths

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 Aqua Dot-Green.png PowerUps

BINACJBOPowerUp local local
List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.
BINA/OBJC/SNDG Aqua Dot-Yellow.png Sound Groups

BINACJBOSound local local
List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of a sound group.
BINA/OBJC/TRGV Aqua Dot-Green.png Trigger Volumes

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 Aqua Dot-Green.png Triggers

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 Aqua Dot-Green.png Turrets

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 Aqua Dot-Green.png Weapons

BINACJBOWeapon local local
List of weapons in a specific level, determining their spawn location at level load.