19,584
edits
m (link fix) |
(→Organizing the modding side of the wiki: removing points that are decided/in discussion elsewhere) |
||
Line 24: | Line 24: | ||
*current and planned/in-progress features of the Edition are already listed on the [[Anniversary Edition]] page, or in greater detail on the pages grouped under [[:Category:AE to-do]], so we leave them alone | *current and planned/in-progress features of the Edition are already listed on the [[Anniversary Edition]] page, or in greater detail on the pages grouped under [[:Category:AE to-do]], so we leave them alone | ||
*at some point, the Edition needs to document all the changes it makes, not in an informal list like "Basic features", "Coming soon enough", but in a carefully maintained page like what Loser has done beautifully [[AE:Combat system|here]] (frankly, that page right there is a lot of the work done already, the overall AE documentation would just explain a few other things and link to that page for the rest) | *at some point, the Edition needs to document all the changes it makes, not in an informal list like "Basic features", "Coming soon enough", but in a carefully maintained page like what Loser has done beautifully [[AE:Combat system|here]] (frankly, that page right there is a lot of the work done already, the overall AE documentation would just explain a few other things and link to that page for the rest) | ||
*either delete [[AE:ONK]] or replace it with a historical blurb citing its accomplishments before it was superceded by the AE, but either way, move it out of the AE prefix; if it's not deleted, leave it in the "Outdated modding projects" category; in any case, move the page's links to mods that were produced by the ONK to a their own pages, and integrate them with the categorization system discussed in the next point | *either delete [[AE:ONK]] or replace it with a historical blurb citing its accomplishments before it was superceded by the AE, but either way, move it out of the AE prefix; if it's not deleted, leave it in the "Outdated modding projects" category; in any case, move the page's links to mods that were produced by the ONK to a their own pages, and integrate them with the categorization system discussed in the next point | ||
*gradually bring wiki documentation of finished mods into sync with the [http://mods.oni2.net Mod Depot]; because the Depot is strictly categorized, it makes more sense to start there and copy that structure to here; as we see files get added there, we add pages here, or for smaller mods add them to one combinatory page, and link back to the actual files on the Depot for download | *gradually bring wiki documentation of finished mods into sync with the [http://mods.oni2.net Mod Depot]; because the Depot is strictly categorized, it makes more sense to start there and copy that structure to here; as we see files get added there, we add pages here, or for smaller mods add them to one combinatory page, and link back to the actual files on the Depot for download | ||
*write an interlocking (interlinking!) page for OBD (called something like [[Overview of file types]]) that explains in plain English what each file does; this puts it all in one place, unlike putting summaries at the top of each page so that a newbie has to follow each file type link to that page to read about the file type; for the format would be something like: | *write an interlocking (interlinking!) page for OBD (called something like [[Overview of file types]]) that explains in plain English what each file does; this puts it all in one place, unlike putting summaries at the top of each page so that a newbie has to follow each file type link to that page to read about the file type; for the format would be something like: | ||
:"==QXRF== The QXRF type is for tracking the hats the characters are wearing; hat geometries are stored in <span style="color:#0000ff">VPRW</span> files. At level-load, Oni scans the QXRF array and loads the VPRWs. Then, it textures them with the hat textures stored in <span style="color:#0000ff">BINA/LDWF</span> and applies them using the UV maps in that BINA resource that are in the <span style="color:#0000ff">FLSJ</span> format." -- each four-letter type links to an subheading on the <u>same page</u> that explains that type more fully but without any technical details; until this is done, the hard work performed in reverse-engineering these files is shadowed in obscurity for newbies because of the lack of plain English in the OBD pages | :"==QXRF== The QXRF type is for tracking the hats the characters are wearing; hat geometries are stored in <span style="color:#0000ff">VPRW</span> files. At level-load, Oni scans the QXRF array and loads the VPRWs. Then, it textures them with the hat textures stored in <span style="color:#0000ff">BINA/LDWF</span> and applies them using the UV maps in that BINA resource that are in the <span style="color:#0000ff">FLSJ</span> format." -- each four-letter type links to an subheading on the <u>same page</u> that explains that type more fully but without any technical details; until this is done, the hard work performed in reverse-engineering these files is shadowed in obscurity for newbies because of the lack of plain English in the OBD pages |