AISA
- AI spawn array. AISA is still used for a few cutscene characters, even though BINA/CJBO/CHAR has made it redundant.
|
AKEV
- 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
- Console class.
|
DPge
- Diary page. You what to write a page for a new level or alternative story then there you go.
|
DOOR
- Door class.
|
FILM
- Movement record. Usually used for cutscenes. During that time of animation, AIs have no AI. ^_^
|
HPge
- Help page.
|
IGHH
- In-game HUD. That's your health bar, compass, etc..
|
IPge
- Item page. If you have created a new item then there you can describe it, give warnings, whatever.
|
Impt
- Impact. This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
|
M3GM
- Geometry. Some of these 3D objects are used by OBANs and PAR3 files.
|
Mtrl
- Material. This file is used to build up the hierarchy of materials. See BINA/ONIE for more information.
|
OBAN
- Object Animation. Yes, used by objects but also for moving characters and cutsceen cams.
|
OFGA
- 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
- 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
- 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
- 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
- Level descriptor. In other words it is the level name in the save game menu.
|
ONLV
- 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
- 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
- Variant list of characters. It's used for randomize characters' appearance.
|
ONWC
- Weapon class. Contains primary and secondary fire mode, more flags, particle, 3D model, and textures.
|
OPge
- Objective page. That's the place where you can write the objective for a new or modified level.
|
OSBD
- Oni Sound Binary Data. They determine how (SNDD) sound files get played.
|
StNA
- StNA files are obsolete. However, on its name page are collections of flags used by TRAM.
|
PSpc
- 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
- Part specification list.
|
PSUI
- Part Specifications UI (User Interface).
|
SUBT
- 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
- Animation collection. Every character can move and fight thanks to a collection.
|
TRAM
- 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
- Totoro Aiming Screen. Used for make characters aim with weapons.
|
TRBS
- 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
- Laser trigger emitter class. This file type holds the 3D model and it's coordinates. Used by TRIG.
|
TRIG
- Laser trigger class.
|
TRMA
- Character's texture map array. Every body part is covered by textures. This file type holds links to those textures.
|
TRSC
- Totoro Aiming Screen Collection. Used for make characters aim with weapons.
|
TXMB
- Big texture map. Only used for spalsh screens, you know .. these big Intro, WinLevel and LoseLevel images.
|
TXMP
- Texture map. Well, this type covers all images in Oni. (TXMB use multiple TXMPs to create a big texture.)
|
TxtC
- Console text. Each time you access a console you get a text page. That's TxtC.
|
WMCL
- Window menu cursor list. Mouse pointer(s).
|
WMDD
- Window Menu Dialog Data. It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
|
WMM
- Window menu menu.
|
WPge
- Weapon page. That's the place where you can write descriptions page about a specific weapon.
|