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Paradox-01 (talk | contribs) (TIP: second AE installation for modders) |
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==introduction== | ==introduction== | ||
In sum, modding Oni looks like writing a | In sum, modding Oni looks like writing a theater play: You have stages, actors, and scripts - wide areas, buildings, rooms, decorations, characters running from A to B whereas the protagonist triggers most events. | ||
Due the none-existence of modding tools at the time of Oni’s release, fans had to document the data jungle and create modding tools | Due the none-existence of modding tools at the time of Oni’s release, fans had to document the data jungle and create modding tools by their own. It took over seven years to ''unlock'' most possibilities – and the work is still ongoing. Read '''[[History_of_Oni_modding|HERE]]''' the full story. | ||
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Some binary resources don't suit XML. These are 3D objects and animations, sounds and textures, they become converted into their native formats.<br>By modding it is often meant that you can also create complete new resources. | Some binary resources don't suit XML. These are 3D objects and animations, sounds and textures, they become converted into their native formats.<br>By modding it is often meant that you can also create complete new resources. | ||
* 3D objects (characters, objects, levels) and animations can be modified/created in | * 3D objects (characters, objects, levels) and animations can be modified/created in [[Mod Tool]], [http://sketchup.google.com/ SketchUp] is also good for levels. | ||
* Texture can be modified/created in your favorite graphic program: [http://www.gimp.org/ GIMP], [http://www.adobe.com/products/photoshop/compare/ Photoshop], etc. – as long as these programs outputs files in formats that can be reconverted. | * Texture can be modified/created in your favorite graphic program: [http://www.gimp.org/ GIMP], [http://www.adobe.com/products/photoshop/compare/ Photoshop], etc. – as long as these programs outputs files in formats that can be reconverted. | ||
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'''TIP:''' | '''TIP:''' | ||
Copy the edition folder. Then you have: | |||
* one installation to create mods whereby you can use self-made level plugins and so on | * one AE installation to create mods whereby you can use self-made level plugins and so on | ||
* one installation to test your own final mods, if no problems appears it's ready for release | * one AE installation to test your own final mods, if no problems appears it's ready for release | ||
==links to tools, documentations and tutorials== | ==links to tools, documentations and tutorials== |
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