XML:XML Modding Lessons: Difference between revisions

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The '''XML''' namespace is devoted to explaining Oni's data types in plainer English than the technical documentation at [[OBD]], and provides tutorials in XML modding.
The '''XML''' namespace is devoted to explaining Oni's data types in plainer English than the technical documentation at [[OBD]], and provides tutorials in XML modding.


Oni's resources could be separated into one of two categories: media (such as textures and sounds), and non-media (such as character class data). Most of the non-media data can be exported to XML. This allows much easier modding than the hex-editing of the old days (compare the two methods [[Adding_spawnable_characters|here]]). Some media resources can also be edited as "XML", referring to the fact that an XML file will be created alongside the resource's image/sound file when it is exported from the game data, and this XML companion file is used to drive the process of modding the media resource.
Oni's resources could be separated into one of two categories: media (such as textures and sounds), and non-media (such as character class data). Most of the non-media data can be exported to XML. This allows much easier modding than the hex-editing of the old days (compare the two methods [[Adding_spawnable_characters|here]]). Some media resources can also be edited as "XML", referring to the fact that an XML file will be created alongside the resource's image/sound file when it is exported from the game data, and this XML companion file contains metadata about the media resource that allows [[OniSplit]] to re-import the resource when you are done editing it.


To learn what the different resource types do, and to see which types can be edited through XML, see the database link below. Though XML modding can generally be done with nothing more than OniSplit's command line interface and a text editor, the tutorials linked to below are written with the [[Anniversary Edition]] in mind, because the AE provides modding tools (including a GUI for OniSplit), gives you a framework for testing your mod package, and globalizes more of Oni's data so it can be used in any level.
To learn what the different resource types do, and to see which types can be edited through XML, see the database link below. Though XML modding can generally be done with nothing more than OniSplit's command line interface and a text editor, the tutorials linked to below are written with the [[Anniversary Edition]] in mind, because the AE provides modding tools (including a GUI for OniSplit), gives you a framework for testing your mod package, and globalizes more of Oni's data so it can be used in any level.

Revision as of 01:25, 16 May 2017

XML.png
This article builds on the general introduction to modding found at Modding Oni.

The XML namespace is devoted to explaining Oni's data types in plainer English than the technical documentation at OBD, and provides tutorials in XML modding.

Oni's resources could be separated into one of two categories: media (such as textures and sounds), and non-media (such as character class data). Most of the non-media data can be exported to XML. This allows much easier modding than the hex-editing of the old days (compare the two methods here). Some media resources can also be edited as "XML", referring to the fact that an XML file will be created alongside the resource's image/sound file when it is exported from the game data, and this XML companion file contains metadata about the media resource that allows OniSplit to re-import the resource when you are done editing it.

To learn what the different resource types do, and to see which types can be edited through XML, see the database link below. Though XML modding can generally be done with nothing more than OniSplit's command line interface and a text editor, the tutorials linked to below are written with the Anniversary Edition in mind, because the AE provides modding tools (including a GUI for OniSplit), gives you a framework for testing your mod package, and globalizes more of Oni's data so it can be used in any level.

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