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{{integrate|The tutorials are called "Creating the Lair" and "Adding character classes".|plural=yes}} | |||
This page provides an introduction to modding that does not assume that you have prior modding experience or knowledge of the Oni engine. Links to more technical parts of the wiki are interspersed below or can be accessed directly from the wiki's Main Page. | This page provides an introduction to modding that does not assume that you have prior modding experience or knowledge of the Oni engine. Links to more technical parts of the wiki are interspersed below or can be accessed directly from the wiki's Main Page. | ||
{{TOClimit}} | {{TOClimit}} | ||
==What is modding?== | ==What is modding?== | ||
[[Image:No easy button.png|150px|right]] | [[Image:No easy button.png|150px|right]] | ||
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==What engine does Oni run on?== | ==What engine does Oni run on?== | ||
Oni runs on a custom engine that could be built for Windows, the Macintosh and the PlayStation 2 (console games are not easily modded, so we don't work with the PS2 version of Oni). The engine consists of various subsystems, some of which have colorful animé-related names like | Oni runs on a custom engine that could be built for Windows, the Macintosh and the PlayStation 2 (console games are not easily modded, so we don't work with the PS2 version of Oni). The engine consists of various subsystems, some of which have colorful animé-related names like Akira (environment), Motoko (graphics) and Totoro (animation). | ||
Unfortunately, the game was rushed to completion during a change of ownership, and it was not possible for the developers to release any tools or information to aid the fans in modding. Thus, fans had to explore the wild jungle of the raw game data and create modding tools through reverse-engineering. It took over seven years to unlock most of the game's secrets, but we can now mod almost all types of data effectively, allowing us to create entirely new levels and characters. | Unfortunately, the game was rushed to completion during a change of ownership, and it was not possible for the developers to release any tools or information to aid the fans in modding. Thus, fans had to explore the wild jungle of the raw game data and create modding tools through reverse-engineering. It took over seven years to unlock most of the game's secrets, but we can now mod almost all types of data effectively, allowing us to create entirely new levels and characters. | ||
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* Go to [[Oni (folder)]] for information on each file, or; | * Go to [[Oni (folder)]] for information on each file, or; | ||
* Go to [[Game data terminology]] to learn the | * Go to [[Engine terminology]] and [[Game data terminology]] to learn the community's terms for Oni's engine and data, or; | ||
* Continue reading to learn the general process of modding. | * Continue reading to learn the general process of modding. | ||
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====Environments==== | ====Environments==== | ||
Levels are usually built in [[SketchUp tutorials and tips|SketchUp]]. The open-source | Levels are usually built in [[SketchUp tutorials and tips|SketchUp]]. The open-source 3D modeler [[Blender]] can be used for levels, objects, characters and animations. Formerly we preferred to do that work in the discontinued [[Mod Tool]], but the community's support for Blender has continued to improve and it is now our modeler of choice. | ||
* Tutorial: [ | * Tutorial: [[Creating a level]] | ||
* Tutorial: [[Authoring custom camera animations]] | * Tutorial: [[Authoring custom camera animations]] | ||
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Modders have their own preferred bitmap editors for changing/creating textures. On one end of the scale are expensive programs such as Photoshop, and on the other end are free editors like [https://www.gimp.org/ Gimp] and [https://www.getpaint.net/ Paint.NET]. | Modders have their own preferred bitmap editors for changing/creating textures. On one end of the scale are expensive programs such as Photoshop, and on the other end are free editors like [https://www.gimp.org/ Gimp] and [https://www.getpaint.net/ Paint.NET]. | ||
Textures have dimensions | Textures always have dimensions of "power of 2": typically 32, 64, 128 or 256 pixels on a side. [[FERAL|Mac Oni]] supports a maximum of 1024x1024 textures. Windows Oni (with [[Daodan DLL|fan patch]]) supports textures up to 512x512. | ||
These textures can be static, animated, transparent or have a reflection map (usually used for armor). | These textures can be static, animated, transparent or have a reflection map (usually used for armor). Splashscreens (chapter start screens), win-level and lose-level screens are actually composite images made up of smaller textures due to Oni's limitation in texture size. | ||
* Tutorial: [[Modifying textures]] | * Tutorial: [[Modifying textures]] | ||
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A character's attributes are defined by their character class file which links also to the animation list that defines their moveset. The high modularity of character data allows Oni to share many resources between characters (especially animation collections and particles). | A character's attributes are defined by their character class file which links also to the animation list that defines their moveset. The high modularity of character data allows Oni to share many resources between characters (especially animation collections and particles). | ||
* Tutorial: [[Importing character models]] | * Tutorial: [[Importing character models]] | ||
* Tutorial: [[OBD talk:TRAM|Tweaking an individual animation]] | * Tutorial: [[OBD talk:TRAM|Tweaking an individual animation]] | ||
* Tutorial: [[Adding spawnable characters|Adding spawnable characters to a level]] | * Tutorial: [[XML:Adding spawnable characters|Adding spawnable characters to a level]] | ||
====Weapons==== | ====Weapons==== | ||
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====Text==== | ====Text==== | ||
The text-based resource types are fairly easy to edit as long as you don't get confused by the IDs which they use to link to each other. The main textual resources are the pages you can view in the [[Data Comlink]] and the consoles you read in-game. The | The text-based resource types are fairly easy to edit as long as you don't get confused by the IDs which they use to link to each other. The main textual resources are the pages you can view in the [[Data Comlink]] and the consoles you read in-game. The textual resource types are listed here: {{SectionLink|OBD:File types/Interface|List}}. | ||
====Sound and music==== | ====Sound and music==== | ||