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(→Introduction to types of modding: linking to persist.dat in lede since we don't discuss it here; reorganization of subsections; describing "levels" more accurately as "environments") |
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==Introduction to types of modding== | ==Introduction to types of modding== | ||
The data which Oni relies upon comes from scripts, game data (resources), and [[persist.dat]]. | |||
===Editing scripts=== | ===Editing scripts=== | ||
The easiest kind of modding is scripting. Scripts are written in the BungieFrameWork Scripting Language and stored as plain-text files with the suffix .bsl in the sub-folders inside GameDataFolder/IGMD/. Scripts take a lifeless level and spawn characters in it (Konoko and the AI-driven [[wikipedia:Non-player_character|NPC]]s), give the level a logical flow of events, drive cutscenes, make the AIs play certain roles, and alter the level's appearance. | The easiest kind of modding is scripting. Scripts are written in the BungieFrameWork Scripting Language and stored as plain-text files with the suffix .bsl in the sub-folders inside GameDataFolder/IGMD/. Scripts take a lifeless level and spawn characters in it (Konoko and the AI-driven [[wikipedia:Non-player_character|NPC]]s), give the level a logical flow of events, drive cutscenes, make the AIs play certain roles, and alter the level's appearance. | ||
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===Modding resources=== | ===Modding resources=== | ||
Broadly speaking, Oni's resources can be broken down as: ''' | Broadly speaking, Oni's resources can be broken down as: '''environments''' (architecture, triggers, and furniture), '''characters''' (class data, models), '''weapons''' (ditto), '''text''' (diary, objectives, subtitles, etc.), and '''sound''' (music, voice-overs, and sound effects). However, new levels do not require all this data to be made from scratch. You might decide to re-use a level or some of its resources, or make a new level populated with existing characters, etc. | ||
The game data cannot be edited easily until our tools convert it into something more modder-friendly. The basic process of modding game data involves breaking the level data (a .dat file supplemented by a .raw file, and on the Mac a .sep file as well) into its component resources (.oni files), then converting those resources into something editable. The editable format depends on the kind of data you're editing. It might be plain-text, XML, PNG, Collada, WAV, etc. | The game data cannot be edited easily until our tools convert it into something more modder-friendly. The basic process of modding game data involves breaking the level data (a .dat file supplemented by a .raw file, and on the Mac a .sep file as well) into its component resources (.oni files), then converting those resources into something editable. The editable format depends on the kind of data you're editing. It might be plain-text, XML, PNG, Collada, WAV, etc. | ||
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*Continue reading to start down the path to modding specific kinds of resources. | *Continue reading to start down the path to modding specific kinds of resources. | ||
==== | ====Environments==== | ||
''Talk about AKEVs and related data here. Mention Mod Tool, [[SketchUp_tutorials_and_tips|SketchUp]]''. | |||
* tutorial: [[AE:Authoring_custom_camera_animations]] | |||
====Textures==== | |||
''Mention [http://www.gimp.org/ Gimp], Paint.NET''. | |||
* tutorial: [[AE:Modifying textures|Modifying textures (TXMP)]] | |||
====Characters==== | |||
Characters in Oni are built with a simple 19-part skeleton. ''Talk about ONCCs and related data here. Mention [[Mod Tool]], [[User:Iritscen/BlenderTutorial|Blender]]''. | Characters in Oni are built with a simple 19-part skeleton. ''Talk about ONCCs and related data here. Mention [[Mod Tool]], [[User:Iritscen/BlenderTutorial|Blender]]''. | ||
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* tutorial: [[Adding_spawnable_characters|Adding spawnable characters to a level (CHAR)]] | * tutorial: [[Adding_spawnable_characters|Adding spawnable characters to a level (CHAR)]] | ||
* tutorial: [[Adding_character_classes|Adding character classes (ONCC)]] | * tutorial: [[Adding_character_classes|Adding character classes (ONCC)]] | ||
{| border=0 cellspacing=20 cellpadding=0 style="float:right" | {| border=0 cellspacing=20 cellpadding=0 style="float:right" | ||
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/RAICOMthrow_fw_kick.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/RAICOMthrow_fw_kick_TN.png] | | [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/RAICOMthrow_fw_kick.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/RAICOMthrow_fw_kick_TN.png] | ||
''An "appetizer screenshot".'' | ''An "appetizer screenshot".'' | ||
|} | |} | ||
* tutorial: [[OBD_talk:TRAM|Tweak animation (TRAM)]] | |||
''Talk about OBANs and TRAMs here. Mention Mod Tool''. | ''Talk about OBANs and TRAMs here. Mention Mod Tool''. | ||
: You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states, and variant need to be set. For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completely new animation it should work as long as the skeleton is similar to the one used in Oni. | |||
: You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states and | |||
====Weapons==== | ====Weapons==== | ||
* tutorial: [[Importing_weapon_models]] | * tutorial: [[Importing_weapon_models]] | ||
==== | ====Text==== | ||
'' | ''Mention diary, objectives, consoles, subtitles...'' | ||
====Sound and Music==== | ====Sound and Music==== |