XML:File types: Difference between revisions
(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) |
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Line 13: | Line 13: | ||
|Location: | |Location: | ||
:global: File(s) found in level0_Final | :global: File(s) found in level0_Final | ||
:local: File(s) | :local: File(s) may be in level[1-19]_Final | ||
:both: File(s) | :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.}} | ||
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|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.}} | ||
Line 122: | Line 131: | ||
|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]]).}} | ||
Line 132: | Line 143: | ||
|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.}} | ||
Line 142: | Line 155: | ||
|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.)}} | ||
Line 152: | Line 167: | ||
|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.)}} | ||
Line 162: | Line 179: | ||
|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.}} | ||
Line 177: | Line 197: | ||
|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.}} | ||
Line 242: | Line 275: | ||
|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.}} | ||
Line 247: | Line 281: | ||
|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]].}} | ||
Line 252: | Line 287: | ||
|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.}} | ||
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|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.}} | ||
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|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.}} | ||
Line 292: | Line 335: | ||
|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.}} | ||
Line 297: | Line 341: | ||
|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.}} | ||
Line 302: | Line 347: | ||
|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]]).}} | ||
Line 312: | Line 358: | ||
!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.
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:
|
Location:
|
Jump Table | |||
A-B • ABNA, AGQC, AGQG, |
C-E • CBPI, CBPM, CHAR, |
F-K • FILM, FLAG, FURN, |
|
O • OBAN, OBJC, OBOA, |
P-S • PAR3, PART, PATR, |
T • TMBD, TRAC, TRAM, |
Tag | Name | File name(s) | Location (vanilla) | Location (AE) | |
---|---|---|---|---|---|
AISA | 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 | 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 | 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 | Door
|
DOOR... | global | global | |
There are 48 types of doors, defined globally for use in the levels. | |||||
DPge | 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 | 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 | 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 | 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 | Impact
|
Impt... | global | global | |
This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information. | |||||
IPge | 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 | 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 | Material
|
Mtrl... | global | global | |
These files is used to build up the hierarchy of materials. See BINA/ONIE for more information. | |||||
OBAN | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Oni Variant List
|
ONVLvariant_list | global | global | |
It's used to randomize characters' appearances in conjunction with ONCV. | |||||
ONWC | 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 | 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 | Oni Sound Binary Data
|
OSBD... | global | global | |
They determine how sounds (SNDD) get played. | |||||
PSpc | 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 | 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 | 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 | 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 | Subtitle Array
|
SUBT... | global | global | |
This is just here for informational purposes, because subtitle files are extracted to TXT files, not XML. | |||||
TRAC | (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 | 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 | Totoro Animation Sequence
|
TRAS... | both | both | |
The pose keyframes defined here are interpolated and overlaid on characters when they aim with weapons. | |||||
TRBS | 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 | 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 | Trigger
|
TRIG... | global | global | |
A laser trigger class. | |||||
TRMA | Texture Map Array
|
TRMA... | local | local | |
The list of textures used for each body part of a certain character. | |||||
TRSC | Screen (Aiming) Collection
|
TRSC... | both | both | |
Essentially just links to the TRAS of a character. | |||||
TURR | Turret
|
TURR... | global | global | |
A class of turret. The actual geometry is in a linked M3GM. | |||||
TXMB | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Name | File name(s) | Location (vanilla) | Location (AE) | |
---|---|---|---|---|---|
BINA/ONIE | 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 | 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 | 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 | Texture Materials
|
BINADBMTTextureMaterials | global | global | |
A list of the materials (Mtrl) assigned to each texture map (TXMP). Used by ONIE. |
BINA/OBJC
Tag | Name | File name(s) | Location (vanilla) | Location (AE) | |
---|---|---|---|---|---|
BINA/OBJC/CHAR | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Neutral
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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 | Particles
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BINACJBOParticle | local | local | |
List of particles in a specific level, containing their position, script name and scaling. | |||||
BINA/OBJC/PATR | Patrol Paths
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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 | PowerUps
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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 | Sound Groups
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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 | Trigger Volumes
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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 | Triggers
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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 | Turrets
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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 | Weapons
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BINACJBOWeapon | local | local | |
List of weapons in a specific level, determining their spawn location at level load. |