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History of Oni modding: Difference between revisions

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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.
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>.
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/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. More comprehensive demonstrations of the community's level creation abilities came with [[User:EdT|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> and [[User:Samer|Samer]]'s level "Wilderness Preserve" in January 2014<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=2698 OCF thread, "NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure"].</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/forum/viewtopic.php?id=1736 OCF thread, "Arena Level"].</ref>. Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community's level creation abilities came with [[User:EdT|EdT]]'s level "Muro's Lair" in August 2011<ref>[http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, "Muro's Lair - Preview"].</ref> and [[User:Samer|Samer]]'s level "Wilderness Preserve" in January 2014<ref>[http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, "NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure"].</ref>.
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