XML:File types
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- See Modding Oni for an introduction to modding.
- See XML for an introduction to XML modding.
The XML namespace is devoted to explaining Oni's data types, originally documented in a technical byte-by-byte manner at OBD, according to the more user-friendly format they appear in when exported by OniSplit as XML. Following is an overview of each data type's function, and whether it has XML documentation available.
Documentation status:
BINA
Tag | Name | Docs | File | Loc. | |
---|---|---|---|---|---|
BINA/ONIE | Oni Impact Effects
|
BINAEINOimpact_effects.oni | yes | 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. | |
{{{7}}} | |||||
BINA/PAR3 | Particle class
|
A list of types of particles which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. A specific instance of a PAR3 class is a PART. | |||
{{{7}}} | |||||
BINA/SABD | Sound Animation Binary Data
|
A list of the sounds to be played for each animation type, according to the character variant (ONCV) and the type of animation (TRAM) that they are playing. | |||
{{{7}}} | |||||
BINA/TMBD | Texture Materials Binary Data
|
A list of the material (Mtrl) for each texture map (TXMP). Used by ONIE. | |||
{{{7}}} |
OBJC
Tag | Name | Docs | File | Loc. | |
---|---|---|---|---|---|
BINA/OBJC/CHAR |
|
yes | List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc. | ||
{{{7}}} | |||||
BINA/OBJC/CMBT |
|
yes | 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. | ||
{{{7}}} | |||||
BINA/OBJC/CONS |
|
yes | 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. | ||
{{{7}}} | |||||
BINA/OBJC/DOOR |
|
yes | 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. | ||
{{{7}}} | |||||
BINA/OBJC/FLAG |
|
yes | List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths. | ||
{{{7}}} | |||||
BINA/OBJC/FURN |
|
yes | List of pieces of furniture in a specific level. This file type can be used to import level objects. | ||
{{{7}}} | |||||
BINA/OBJC/MELE |
|
yes | List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves. | ||
{{{7}}} | |||||
BINA/OBJC/NEUT |
|
yes | 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. | ||
{{{7}}} | |||||
BINA/OBJC/PART |
|
yes | List of particles in a specific level, containing their position, script name and scaling. | ||
{{{7}}} | |||||
BINA/OBJC/PATR |
|
yes | List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath". | ||
{{{7}}} | |||||
BINA/OBJC/PWRU |
|
yes | List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position. | ||
{{{7}}} | |||||
BINA/OBJC/SNDG |
|
yes | 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 SNDG. | ||
{{{7}}} | |||||
BINA/OBJC/TRGV |
|
yes | List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script. | ||
{{{7}}} | |||||
BINA/OBJC/TRIG |
|
yes | 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. | ||
{{{7}}} | |||||
BINA/OBJC/TURR |
|
yes | 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. | ||
{{{7}}} | |||||
BINA/OBJC/WEAP |
|
yes | List of weapons in a specific level, determining their spawn location at level load. | ||
{{{7}}} |
Others
Tag | Name | Docs | File | Loc. | |
---|---|---|---|---|---|
AISA |
|
yes | This file type was probably in the process of being replaced by BINA/CJBO/CHAR when Oni shipped, but AISA is still used for a few cutscene characters. | ||
{{{7}}} | |||||
AKEV |
|
yes | It's the 3D level model. The AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like Mod Tool. | ||
{{{7}}} | |||||
CONS |
|
yes | Console class. | ||
{{{7}}} | |||||
DOOR |
|
yes | Door class. | ||
{{{7}}} | |||||
DPge |
|
yes | Diary page. | ||
{{{7}}} | |||||
FILM |
|
yes | 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. ^_^ | ||
{{{7}}} | |||||
HPge |
|
yes | Help page. | ||
{{{7}}} | |||||
IGHH |
|
yes | In-game HUD; your health bar, compass, etc. | ||
{{{7}}} | |||||
Impt |
|
yes | This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information. | ||
{{{7}}} | |||||
IPge |
|
yes | Item page. If you have created a new item, you can describe it here. | ||
{{{7}}} | |||||
M3GM |
|
yes | Some of these 3D objects are used by OBANs and PAR3s. | ||
{{{7}}} | |||||
Mtrl |
|
yes | This file is used to build up the hierarchy of materials. See BINA/ONIE for more information. | ||
{{{7}}} | |||||
OBAN |
|
yes | Yes, used by objects but also for moving characters and cutscene cameras. | ||
{{{7}}} | |||||
OFGA |
|
yes | Used to import objects with no functions. (Door, consoles, etc. get imported by their object collections. See ONLV for more information.) | ||
{{{7}}} | |||||
ONCC |
|
yes | Here a type of character (Konoko, Strikers, etc.) is assigned their weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
| ||
{{{7}}} | |||||
ONCV |
|
yes | 1) It's used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variance in appearance. A flag in a CHAR determines which ONCV the character falls under. 2) It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.) | ||
{{{7}}} | |||||
ONGS |
|
yes | There 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. | ||
{{{7}}} | |||||
ONLD |
|
yes | The level name on the Load Game screen. | ||
{{{7}}} | |||||
ONLV |
|
yes | Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA. | ||
{{{7}}} | |||||
ONSK |
|
yes | 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. | ||
{{{7}}} | |||||
ONVL |
|
yes | It's used to randomize characters' appearances. | ||
{{{7}}} | |||||
ONWC |
|
yes | Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP). | ||
{{{7}}} | |||||
OPge |
|
yes | This is the source of the text that appears in the Objective tab of the Pause screen. | ||
{{{7}}} | |||||
OSBD |
|
yes | They determine how sounds (SNDD) get played. | ||
{{{7}}} | |||||
PSpc |
|
yes | Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts. | ||
{{{7}}} | |||||
PSpL |
|
yes | Part specification list. | ||
{{{7}}} | |||||
PSUI |
|
yes | Part Specifications UI (User Interface). | ||
{{{7}}} | |||||
StNA |
|
yes | StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM. | ||
{{{7}}} | |||||
SUBT |
|
yes | This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt. | ||
{{{7}}} | |||||
TRAC |
|
yes | Totoro Animation collection. Used to build a hierarchy of moves (TRAM) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from. | ||
{{{7}}} | |||||
TRAM |
|
yes | You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particles, and so on, you need to edit the XML file afterwards, or create a precursor XML beforehand. | ||
{{{7}}} | |||||
TRAS |
|
yes | Used for make characters aim with weapons. | ||
{{{7}}} | |||||
TRBS |
|
yes | Totoro Body Set, in other words the 3D model of a character. Character classes (ONCC) link to TRBS. The 3D data itself will be exported/imported as Collada (.dae) files. | ||
{{{7}}} | |||||
TRGE |
|
yes | This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG. | ||
{{{7}}} | |||||
TRIG |
|
yes | (Laser) Trigger class. | ||
{{{7}}} | |||||
TRMA |
|
yes | Texture Map Array. Every body part of a character is covered by a texture. This file type holds the links to those textures. | ||
{{{7}}} | |||||
TRSC |
|
yes | Used for make characters aim with weapons. | ||
{{{7}}} | |||||
TXMB |
|
yes | A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens. | ||
{{{7}}} | |||||
TXMP |
|
yes | Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB). | ||
{{{7}}} | |||||
TxtC |
|
yes | Text (Console). | ||
{{{7}}} | |||||
WMCL |
|
yes | Mouse pointer(s). | ||
{{{7}}} | |||||
WMDD |
|
yes | It shapes pages like TxtC and WPge. However, new button functions would require engine modding. | ||
{{{7}}} | |||||
WMM |
|
yes | Window Manager Menu. | ||
{{{7}}} | |||||
WPge |
|
yes | This is the source for the text and images that appear in the Weapons tab of the pause screen. | ||
{{{7}}} |