XML:File types

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XML.png

Following is an overview of each data type's function, and whether it has XML-based documentation available.

Documentation status:

Aqua Dot-Green.png : available
Aqua Dot-Yellow.png : incomplete
Aqua Dot-Red.png : not available, but that doesn't mean you cannot mod the file type

BINA

BINA/ONIE Aqua Dot-Yellow.png
ONIE is a list of all impacts effects which can happen in the game. That includes weapon particle, hand-to-hand combat and movements. The impact effects depends on source type and the material which is hit.
BINA/PAR3 Aqua Dot-Yellow.png
3D particle, also known as 3RAP and PART files. Particle are used as weapon's damage doer, decals and light effects.
BINA/SABD Aqua Dot-Yellow.png
Sound Animations Binary Data.
BINA/TMBD Aqua Dot-Green.png
TMBD is a list of all materials in the game which groups texture map under them. That way environment gets materials which are used by ONIE.


OBJC

BINA/OBCJ/CHAR Aqua Dot-Yellow.png
List of characters in a specific level. There you can setup their position, script name, weapon, ammunition, items, team, combat, melee id, etc..
BINA/OBCJ/CONS Aqua Dot-Green.png
List of consoles in a specific level. There you can setup their position, script name (Id), screen images, and script functions. Basically they are used to open doors.
BINA/OBCJ/CMBT Aqua Dot-Yellow.png
List of combat profiles for global use. There you can set AI's conditions for hand-to-hand, weapon combat, and retreat - in dependence of distances and enemy's counterattack.
BINA/OBCJ/DOOR Aqua Dot-Green.png
List of doors in a specific level. There you write conditions when a door opens (or not), and what events are triggered by a character who passes/comes near the door.
BINA/OBCJ/FLAG Aqua Dot-Green.png
List of flags in a specific level. There you can setup their position. They are used by script commands and patrol paths.
BINA/OBCJ/FURN Aqua Dot-Red.png
List of furniture in a specific level. This file type can be useful to import level objects.
BINA/OBCJ/MELE Aqua Dot-Yellow.png
List of melee profiles for global use. It means how the AI use it's combat moves.
BINA/OBCJ/NEUT Aqua Dot-Green.png
List of neutral behaviors in a specific level. Every character has melee, combat and netral behavior Id. It determines whether a non-player character (NPC) talks to you or not, this includes also rewards you could get from such characters.
BINA/OBCJ/PART Aqua Dot-Green.png
List of particle in a specific level. There you can setup their position, script name and scaling.
BINA/OBCJ/PATR Aqua Dot-Green.png
List of patrol paths in a specific level. A patrol path has an Id which is used by CHAR and script command "ai2_dopath".
BINA/OBCJ/PWRU Aqua Dot-Green.png
List of powerups (items, e.g. hyposprays) in a specific level which are spawned at level load. There you can setup their position.
BINA/OBCJ/SNDG Aqua Dot-Yellow.png
List of sound "groups" (spheres) in a specific level. It used to create sound spheres. Come near a machine and you might hear a sound, that's because of SNDG.
BINA/OBCJ/TRGV Aqua Dot-Green.png
List of trigger volumes in a specific level. They are invisible areas which trigger script functions, this depends on character's team Id.
BINA/OBCJ/TRIG Aqua Dot-Green.png
List of laser triggers in a specific level. There exist several forms and can trigger not only script functions.
BINA/OBCJ/TURR Aqua Dot-Green.png
List of turrets in a specific level. Not that their pods are part of the level geometry. Spawn one additional and it might be located somewhere in the air. Basicly you can setup their head's position, the weapon inside the turrent head, and the team Id which is the target.
BINA/OBCJ/WEAP Aqua Dot-Green.png
List of weapons in a specific level which are spawned at level load. Actually only the position of them is set there.


Others

AISA
AI spawn array. AISA is still used for a few cutscene characters, even though BINA/CJBO/CHAR has made it redundant.
AKEV Aqua Dot-Yellow.png
Akira Environment. It's the 3D level model. You can take a look into it but it's not recommended to tweak this by hand. Instead edit the AKEV as dae file in a 3D editor like Mod Tool.
CONS Aqua Dot-Red.png
Console class.
DPge Aqua Dot-Green.png
Diary page. You what to write a page for a new level or alternative story then there you go.
DOOR Aqua Dot-Red.png
Door class.
FILM Aqua Dot-Green.png
Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^
HPge Aqua Dot-Green.png
Help page.
IGHH Aqua Dot-Green.png
In-game HUD. That's your health bar, compass, etc..
IPge Aqua Dot-Green.png
Item page. If you have created a new item then there you can describe it, give warnings, whatever.
Impt Aqua Dot-Green.png
Impact. This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
M3GM Aqua Dot-Red.png
Geometry. Some of these 3D objects are used by OBANs and PAR3 files.
Mtrl Aqua Dot-Green.png
Material. This file is used to build up the hierarchy of materials. See BINA/ONIE for more information.
OBAN Aqua Dot-Green.png
Object Animation. Yes, used by objects but also for moving characters and cutsceen cams.
OFGA Aqua Dot-Yellow.png
Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. becomes imported by their object collections. See ONLV for more information.)
ONCC Aqua Dot-Yellow.png
Character class. It contains weapon skills, behavior Ids, view radius, jump power, 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
Character variant. 1) It's used to build up the hierarchy of randomness pools. Some characters with different appearance can form a pool for randomness. A flag in CHAR determinze if a character use one of these pools. 2) It can be also used to upgrade characters on difficult level hard - enabled by a flag in CHAR.
ONGS Aqua Dot-Green.png
Game settings. There you can modify the values of the health bar, hypospray strength, game difficult setting, at what distance item glow is displayed, and autoprompts (text message when picking up a new kind of item).
ONLD Aqua Dot-Yellow.png
Level descriptor. In other words it is the level name in the save game menu.
ONLV Aqua Dot-Yellow.png
Oni Game Level. Holds among other things: BSL folder name (<Name>), AKEV (Akira Environment) link, ONSK (Oni sky) link, and a link to AISA (AI Character Setup Array which is a bit obsolent because of CHAR).
ONSK Aqua Dot-Green.png
Sky. It's designed as a box so you will need five images: for top, north, east, south and west. The bottom has no image.
ONVL Aqua Dot-Green.png
Variant list of characters. It's used for randomize characters' appearance.
ONWC Aqua Dot-Green.png
Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures.
OPge Aqua Dot-Green.png
Objective page. That's the place where you can write the objective for a new or modified level.
OSBD Aqua Dot-Yellow.png
Oni Sound Binary Data. They determine how (SNDD) sound files get played.
StNA Aqua Dot-Green.png
StNA files are obsolete. However, on its name page are collections of flags used by TRAM.
PSpc Aqua Dot-Green.png
Part specification. Oni can decorate a page (OPge, TxtC, maybe other too) with images from one source. You write coordinates there which means these parts.
PSpL Aqua Dot-Red.png
Part specification list.
PSUI Aqua Dot-Red.png
Part Specifications UI (User Interface).
SUBT Aqua Dot-Green.png
Subtitle Array. Those SUBT files can't be extracted as xml but txt. SUBT has a link so you are simply aware of it.
TRAC Aqua Dot-Green.png
Animation collection. Every character can move and fight thanks to a collection.
TRAM Aqua Dot-Yellow.png
Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particle and so on you need to edit the xml file afterwards or you create precursor xml before.
TRAS Aqua Dot-Red.png
Totoro Aiming Screen. Used for make characters aim with weapons.
TRBS Aqua Dot-Green.png
Totoro Body Set, in other words the 3d model of a character. ONCC (character class) files links to TRBS. The 3d data itself will be exported/imported as dae files.
TRGE Aqua Dot-Green.png
Laser trigger emitter class. This file type holds the 3D model and it's coordinates. Used by TRIG.
TRIG
Laser trigger class.
TRMA Aqua Dot-Green.png
Character's texture map array. Every body part is covered by textures. This file type holds links to those textures.
TRSC Aqua Dot-Red.png
Totoro Aiming Screen Collection. Used for make characters aim with weapons.
TXMB Aqua Dot-Green.png
Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images.
TXMP Aqua Dot-Green.png
Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.)
TxtC Aqua Dot-Green.png
Console text. Each time you access a console you get a text page. That's TxtC.
WMCL Aqua Dot-Red.png
Window menu cursor list. Mouse pointer(s).
WMDD Aqua Dot-Green.png
Window Menu Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
WMM Aqua Dot-Red.png
Window menu menu.
WPge Aqua Dot-Green.png
Weapon page. That's the place where you can write descriptions page about a specific weapon.