XML:Basic tutorial: Difference between revisions
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== | ==XML tutorial for 2009-7 AE release== | ||
'''What is XML modding?''' | '''What is XML modding?''' | ||
: Binary data becomes converted into more human-readable form which allows easier modding. All supported file types can be seen [[#supported_file_types|HERE]]. | : Binary data becomes converted into more human-readable form which allows easier modding. All supported file types can be seen [[#supported_file_types|HERE]]. | ||
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'''Is there an easy exercise to get me started?''' | '''Is there an easy exercise to get me started?''' | ||
: Just see at the following table. Read left side if you use a Macintosh, read right side if you use Windows. | : Just see at the following table. Read left side if you use a Macintosh PC, read right side if you use a Windows PC. | ||
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!colspan=4|converting an ONI file into an XML file | !colspan=4|converting an ONI file into an XML file | ||
|- | |- | ||
|valign="top"|Update comes soon.Open AETools. Click on "Export" tab, select checkbox "Export as .xml file", then click on "Export .oni file" and chose "ONCCk4_L.oni". See "XMLfiles" in "AETools_Data". There you should find "ONCCk4_L.xml". | |valign="top"|Update comes soon enough. Open AETools. Click on "Export" tab, select checkbox "Export as .xml file", then click on "Export .oni file" and chose "ONCCk4_L.oni". See "XMLfiles" in "AETools_Data". There you should find "ONCCk4_L.xml". | ||
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_1B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_1B_TN.png] | |[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_1B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_1B_TN.png] | ||
|valign="top"|Open the GUI | |valign="top"|Open Edition's GameDataFolder and create two new folders named "XML" and "ONI". | ||
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ | |||
Run the GUI, chose "ONI - XML" tab and its upper section.<br>Click first browse button and search for "ONCCk4_L.oni" inside the level0_Characters folder.<br>Click second browse button and chose the XML folder as target.<br>Now click on Convert button. | |||
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_1C.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_1C_TN.png] | |||
|- | |- | ||
!colspan=4|modifing the XML file | !colspan=4|modifing the XML file | ||
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| | | | ||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_3B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_3B_TN.png] | [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_3B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_3B_TN.png] | ||
|valign="top"|Goto | |valign="top"|Goto "XML -> ONI" section.<br>Click first browse button and search for "ONCCk4_L.xml" inside the XML folder.<br>Click second browse button and chose the ONI folder as target.<br>Now click on Convert button. | ||
<font color="#888888">Try [[#way_without_Windows_GUI:_local_called_CMD|THIS]] method if no oni file was created. Use then "onisplit -create ONI XML/ONCCk4_L'''.xml'''" and look for error messages. Find the line in you XML file and fix it. Line number isn't always accurate. (It can shift - often by 1). Then try again creating the file.</font> | <font color="#888888">Try [[#way_without_Windows_GUI:_local_called_CMD|THIS]] method if no oni file was created. Use then "onisplit -create ONI XML/ONCCk4_L'''.xml'''" and look for error messages. Find the line in you XML file and fix it. Line number isn't always accurate. (It can shift - often by 1). Then try again creating the file.</font> | ||
| | | | ||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/ | [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_3C.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_3C_TN.png] | ||
|- | |- | ||
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[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_6B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_6B_TN.png] | [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_6B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_mac_6B_TN.png] | ||
|valign="top"| | |valign="top"| | ||
Click on GUI's "AE Package" tab.<br>The GUI is actually pretty much self-explaining.<br>Fill the editboxes with following: | |||
:90000 | |||
:Test | |||
:[Test] | |||
:1 | |||
:That's a package to test new mods. | |||
:''YourNameHere'' | |||
Browse Edition's GameDataFolder and chose the ONI folder as source folder. | |||
Browse Edition's install folder and chose the package folder as target. | |||
Open AEInstaller and select your test package. Hit "Install!" button. | |||
|valign="top"| | |||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_4C.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_4C_TN.png] | |||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_6B.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_6B_TN.png] | |||
|- | |- | ||
!colspan=4|testing the modification | !colspan=4|testing the modification | ||
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|} | |} | ||
== | <!-- | ||
==XML tutorial for pre-2009-7 AE release== | |||
'''What is XML modding?''' | '''What is XML modding?''' | ||
: Binary data becomes converted into more human-readable form which allows easier modding. All supported file types can be seen [[#supported_file_types|HERE]]. | : Binary data becomes converted into more human-readable form which allows easier modding. All supported file types can be seen [[#supported_file_types|HERE]]. | ||
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|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_img6.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_img6_TN.png] | |[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_img6.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/XML_tutorial_img6_TN.png] | ||
|} | |} | ||
--> | |||
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: Weapon page. That's the place where you can write descriptions page about a specific weapon. | : Weapon page. That's the place where you can write descriptions page about a specific weapon. | ||
|} | |} | ||
==working with XML files: good to know== | ==working with XML files: good to know== |
Revision as of 11:20, 13 September 2009
XML tutorial for 2009-7 AE release
What is XML modding?
- Binary data becomes converted into more human-readable form which allows easier modding. All supported file types can be seen HERE.
Okay, what do I need?
- OniSplit will be your tool. It's part of AE. Installing AE spares you some work because it splits the level achieves right away and globalize some more data. Global data can be used in any level.
AE installed. What now?
- OniSplit cannot be opened in a classic way. But you are lucky. Now we have a GUI (graphical user interface) for it.
- Mac user will want to get "AETools (Beta)"
- Unpack and put "AETool" and "AETools_Data" into your "edition" folder.
- Windows user will want to get "OniSplit GUI"
- Unpack and put the executables into your "GameDataFolder" inside "edition" folder.
- Mac user will want to get "AETools (Beta)"
What mod possibilities do I have?
- See HERE again. It's an overview what you could do. But note that some types can be more difficult to mod than other.
- If you need some ideas look at this page: modding brainstorms.
- If you want to contribute AE: bug-fixes and feature requests.
- Check also AE's current To-Do page and maybe there are fields that need a modder.
Is there an easy exercise to get me started?
- Just see at the following table. Read left side if you use a Macintosh PC, read right side if you use a Windows PC.
converting an ONI file into an XML file | |||
---|---|---|---|
Update comes soon enough. Open AETools. Click on "Export" tab, select checkbox "Export as .xml file", then click on "Export .oni file" and chose "ONCCk4_L.oni". See "XMLfiles" in "AETools_Data". There you should find "ONCCk4_L.xml". | Open Edition's GameDataFolder and create two new folders named "XML" and "ONI".
|
||
modifing the XML file | |||
Open the extracted file with a simple text editor. Search for "HasSupershield" tag and set its value to "1". Save file. | Open the extracted file with a simple text editor. Search for "HasSupershield" tag and set its value to "1". Save file. | ||
creating the ONI file | |||
Write into the bottom line (manual input): "-create ONIfiles XMLfiles/ONCCk4_L.xml".
|
Goto "XML -> ONI" section. Click first browse button and search for "ONCCk4_L.xml" inside the XML folder. Click second browse button and chose the ONI folder as target. Now click on Convert button.
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creating and installing a mod package | |||
Download this package barebone.
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Click on GUI's "AE Package" tab.
Browse Edition's GameDataFolder and chose the ONI folder as source folder. Browse Edition's install folder and chose the package folder as target.
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testing the modification | |||
Let's test our modification. Therefore we start TCTF HQ redux (pre-last level). The supershield becomes automatically switched on at 51% overpower (301 healh points). "chenille" cheat works too. | Let's test our modification. Therefore we start TCTF HQ redux (pre-last level). The supershield becomes automatically switched on at 51% overpower (301 healh points). "chenille" cheat works too. |
supported file types
General information.
|
BINA/OBCJ/CHAR
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BINA/OBCJ/CONS
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BINA/OBCJ/CMBT
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BINA/OBCJ/DOOR
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BINA/OBCJ/FLAG
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BINA/OBCJ/FURN
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BINA/OBCJ/MELE
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BINA/OBCJ/NEUT
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BINA/OBCJ/PART
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BINA/OBCJ/PATR
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BINA/OBCJ/PWRU
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BINA/OBCJ/SNDG
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BINA/OBCJ/TRGV
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BINA/OBCJ/TRIG
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BINA/OBCJ/TURR
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BINA/OBCJ/WEAP
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BINA/ONIE
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BINA/PAR3
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BINA/TMBD
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CONS
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DPge
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FILM
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HPge
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IGHH
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IPge
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Impt
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Mtrl
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ONCC
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ONCV
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ONGS
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ONLD
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ONSK
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ONVL
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ONWC
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OPge
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PSpc
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PSpL
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PSUI
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TRAC
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TRAM
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TRGE
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TRMA
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TXMB
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TXMP
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TxtC
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WMCL
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WMDD
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WMM
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WPge
|
working with XML files: good to know
- capitalization rules (use of capital and small initial letters): You need to care about it because also Onisplit does.
- text position in a line: most tags have some distance towards line begin. It is not needed but preserve the overview.
- structure: some tags have children. It doesn't hurt to break the structure but is also not good for the overview. Example:
<Instance id="4" type="IGSA"> <Strings> <Link>#7</Link> </Strings> </Instance>
<Instance id="4" type="IGSA"><Strings><Link>#7</Link></Strings></Instance>
- code folding: don't destroy the structure to compress code. There are tools which can handle large xml files. (e.g. Microsoft Visual ... Express and xcode both for free)
- You can fold whole instances and parent tags.
- Folded code can be previewed in Microsoft Visual Express applications, although xcode provides an extra scroll popup.
Windows (Visual C++) |
way without Windows GUI: window address bar
Put the newest OniSplit.exe into the "edition\GameDataFolder" folder and use the window's address bar (that's where you can see the directory in full length).
Delete that address, type (for example) the code below, and hit enter.
onisplit -extract:xml xml_dir level0_Final/ONCCkonoko*.oni
The star is good for mess extraction/creation and good for shorten long unique file names. ("ONCCkonoko_generic" will be extracted in new folder "edition\GameDataFolder\xml_dir".)
It's also a good idea to keep the code in a temporary opened text file. There you can easily modify the code for other files and doesn't need you to type it from beginning into the address bar. (Be aware of Windows' short cut "shift + c" for coping marked text and "shift + v" for pasting text.)
way without Windows GUI: local called CMD
Useful for debugging. Copy the code into an empty text file and save it as whatever.reg, then double click it.
REGEDIT4 [HKEY_CLASSES_ROOT\Directory\shell\cmd] @="Open Command Window Here" [HKEY_CLASSES_ROOT\Directory\shell\cmd\command] @="cmd.exe /k \"cd %L\"" [HKEY_CLASSES_ROOT\Drive\shell\cmd] @="Open Command Window Here" [HKEY_CLASSES_ROOT\Drive\shell\cmd\command] @="cmd.exe /k \"cd %L\""
Now you can goto "Oni/edition" and mark the GameDataFolder, right-click it, a popup menu appears, click "Open Command Window Here".
way without Mac GUI: the terminal
Put the newest OniSplit.exe into the "Oni/GameDataFolder" folder.
Open the Terminal program then "change directory" to the GameDataFolder (Type "cd " then drag the GameDataFolder into the Terminal window, now press the RETURN key)
At this point you can enter the OniSplit commands, such as:
mono onisplit.exe -extract:xml xml_dir level0_Final/ONCCkonoko*.oni
("ONCCkonoko_generic" will be extracted in new folder "GameDataFolder/xml_dir".)
XML advanced tutorial
Read on HERE.