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Nothing new took place on this front until 2013, by which time the project had fallen into [[User:Iritscen|Iritscen's]] hands in the absence of geyser and Gumby. At this time, the release of the new AE included a brand-new Installer written by Alloc which could connect to the Mod Depot automatically, offer all mod packages for download, and update the mods and patches already installed. The AE's bundled content was stripped down to only non-controversial fixes for the first time since the release of its grandfather, BIP, in 2005, making all notable game modifications into optional third-party mods. | Nothing new took place on this front until 2013, by which time the project had fallen into [[User:Iritscen|Iritscen's]] hands in the absence of geyser and Gumby. At this time, the release of the new AE included a brand-new Installer written by Alloc which could connect to the Mod Depot automatically, offer all mod packages for download, and update the mods and patches already installed. The AE's bundled content was stripped down to only non-controversial fixes for the first time since the release of its grandfather, BIP, in 2005, making all notable game modifications into optional third-party mods. | ||
===New content=== | |||
Certain game resources were easy enough to reverse-engineer that the community was able to mod them almost from the time of Oni's release, such as textual resources and textures. Some game resources, however, were complex and involved multiple data types, such as character models, and, most obviously, levels themselves. These took a number of years to decipher. | |||
OniSplit first gained the ability to import new character models in April 2008<ref>See [[User_talk:Neo/Archive2]].</ref>. At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni's models, or by finding royalty-free models on web sites and converting them to Oni's 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=1727 OCF thread, "Konoko HD"].</ref>. | |||
A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008<ref>See [[User_talk:Neo/Archive5]].</ref>, but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=1736 OCF thread, "Arena Level"].</ref>. Automatic PF grid generation was introduced to OniSplit around June 2011. A more comprehensive demonstration of the community's level creation abilities came with EdT's level "Muro's Lair" in August 2011<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=2024 OCF thread, "Muro's Lair - Preview"]</ref>. | |||
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