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Next, the Installer performs what is called globalization. When developing Oni, in order to save memory, [[BWest]] put in each level's data files only the characters, textures, sounds, etc. that were needed. Since we have far more RAM these days, we can make this data available in all levels in order to allow more versatile modding. To do this, the Installer moves many of the .onis from each specific level's folder into level 0's folder, discarding duplicates in the process (since many of the same resources were duplicated throughout the original levels' data). | Next, the Installer performs what is called globalization. When developing Oni, in order to save memory, [[BWest]] put in each level's data files only the characters, textures, sounds, etc. that were needed. Since we have far more RAM these days, we can make this data available in all levels in order to allow more versatile modding. To do this, the Installer moves many of the .onis from each specific level's folder into level 0's folder, discarding duplicates in the process (since many of the same resources were duplicated throughout the original levels' data). | ||
There is a major exception to this globalization, however. Each level's [[AKEV]] and all child resources (e.g. all environmental textures), as well as the levels' title, fail and win screens, and [[LSI]], are <u>left</u> in that level's folder. Not only would globalized textures gobble up memory unnecessarily, but if a modder replaced an environmental TXMP that had been globalized into level 0, it would show up in all levels, which could have undesirable aesthetic side effects. So, what data <u>is</u> globalized? Primarily, all characters, their animations (even the ones for specific cutscenes), all sounds, all particles, and any unused textures that were not connected to AKEVs. | There is a major exception to this globalization, however. Each level's [[AKEV]] and all child resources (e.g. all environmental textures), as well as the levels' title, fail and win screens, and [[LSI]], are <u>left</u> in that level's folder. Not only would globalized textures gobble up memory unnecessarily, but if a modder replaced an environmental [[TXMP]] that had been globalized into level 0, it would show up in all levels, which could have undesirable aesthetic side effects. So, what data <u>is</u> globalized? Primarily, all characters, their animations (even the ones for specific cutscenes), all sounds, all particles, and any unused textures that were not connected to AKEVs. | ||
Finally, the Installer builds new .dat/.raw(/.sep) files for each level from those re-shuffled folders of .oni files, saving them in AE/AEInstaller/vanilla/. Note that no data has been <u>altered</u> yet, just the resources reorganized. | Finally, the Installer builds new .dat/.raw(/.sep) files for each level from those re-shuffled folders of .oni files, saving them in AE/AEInstaller/vanilla/. Note that no data has been <u>altered</u> yet, just the resources reorganized. |