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Header and Part 1     Part 2     Part 3     Part 4     Part 5     Part 6

HexTranslationMeaning
45 49 4E 4FONIEOni impact effects
B8 B7 00 004703247032 bytes is the length of the following impact effects part from this position
02 00 00 002amount of packages of part 1
5E 00 00 0094amount of blocks of the first package of part 1 and amount of packages of part 2
1E 00 00 0030amount of blocks of the second package of part 1 (this package is a stand-alone package; it doesn't link to any other part; it contains the names of the material types)
54 00 00 0084amount of packages of part 3
20 01 00 00288amount of packages of part 4
69 01 00 00361amount of packages of part 5
DF 00 00 00223amount of packages of part 6
Below follows the first entry of the first block of the first package of part 1.
Defaultimpact effect name (reference to 04106-Default.Impt)


Header and Part 1     Part 2     Part 3     Part 4     Part 5     Part 6

HexTranslationMeaning
Below follows the first package of part 2.
00 000part 2 ID
00 000number of used packages in part 6
DF 00 00 00223start package in part 6


Header and Part 1     Part 2     Part 3     Part 4     Part 5     Part 6

HexTranslationMeaning
Below follows the first package of part 3.
w10_sni_x02particle name (06193-3RAPw10_sni_x02.BINA)
A8 67 7A 007A 67 A8old offset link
00 00 00 000modifier?; if yes, the following modifiers are possible:

0 - any
1 - heavy
2 - medium
3 - light

05 00 00 005identifier (bitset?) for the next row
00 00 00 000unknown; 2 shorts or a float; depends on the identifier above
00 00 00 000unknown; always zero


Header and Part 1     Part 2     Part 3     Part 4     Part 5     Part 6

HexTranslationMeaning
Below follows the first package of part 4.
not usedsound name (reference to an OSBD file)
CD CD52685unknown; maybe it's garbage that belongs to the sound name field above
CD CD52685unknown; maybe it's garbage that belongs to the sound name field above
00 00 00 00not usedold offset link
01 001AI can hear (0 = no, 1 = yes)
03 003sound type; the following types are possible:

0 - unimportant
1 - interesting
2 - danger
3 - melee
4 - gunfire

00 00 16 43150.000000earshot radius


Header and Part 1     Part 2     Part 3     Part 4     Part 5     Part 6

HexTranslationMeaning
Below follows the first package of part 5.
37 0055number of the used impact of the first package of part 1
01 001number of the used material of the second package of part 1
00 000component; the following components are possible:

0 - impact
1 - damage
2 - projectile

00 000modifier; the following modifiers are possible:

0 - any
1 - heavy
2 - medium
3 - light

01 001number of the used packages in part 3
00 000unknown; looks like garbage to me
FF FF FF FF-1number of the used package in part 4 (-1 = not used)
53 00 00 0083start package in part 3


Header and Part 1     Part 2     Part 3     Part 4     Part 5     Part 6

HexTranslationMeaning
Below follows the first package of part 6.
01 001number of the used material of the second package of part 1
01 001number of used packages in part 5
54 01 00 00340start package in part 5


Here you can download the complete overview of the impact effects as text files.
Copy them to a spreadsheet calculation program like Excel.


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