Introduction to modding: Difference between revisions

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Like learning a new language, modding your first game is always the hardest, but after that you can more easily pick up new ones. If you take things one step at a time, you can learn a lot from Oni about how to make games in general; in fact, many game developers started out as modders. Additionally, there are lots of different ways for someone to mod; whether your interest is in coding, art, sound, 3D modeling, or general game design, there's something for you to do, and collaborating with others to divide the work according to your abilities can lead to a memorable, rewarding creative experience.
Like learning a new language, modding your first game is always the hardest, but after that you can more easily pick up new ones. If you take things one step at a time, you can learn a lot from Oni about how to make games in general; in fact, many game developers started out as modders. Additionally, there are lots of different ways for someone to mod; whether your interest is in coding, art, sound, 3D modeling, or general game design, there's something for you to do, and collaborating with others to divide the work according to your abilities can lead to a memorable, rewarding creative experience.


==High-level introduction to the Oni engine==
==Introduction to the Oni engine==
Oni runs on a custom engine that Bungie could build for both Windows and the Macintosh (later, PlayStation 2 support was added, however console games are not easily modded, so we do not work with the PS2 version of Oni). At the time development started, Bungie did not yet have a true 3D engine, and Oni's lead coders intended their work to be reused in future Bungie titles, so they tried to make it well-engineered and portable. The engine consists of various "modules" or subsystems. Since Oni was inspired by an [[Anime|animé]] film, some of the subsystems have colorful animé-related names like [[wikipedia:Akira (film)|Akira]] (environment), [[wikipedia:Motoko Kusanagi|Motoko]] (graphics), and [[wikipedia:My Neighbor Totoro|Totoro]] (animation).
Oni runs on a custom engine that Bungie could build for both Windows and the Macintosh (later, PlayStation 2 support was added, however console games are not easily modded, so we do not work with the PS2 version of Oni). At the time development started, Bungie did not yet have a true 3D engine, and Oni's lead coders intended their work to be reused in future Bungie titles, so the engine consists of various "modules" or subsystems. Since Oni was inspired by an [[Anime|animé]] film, some of the subsystems have colorful animé-related names like [[wikipedia:Akira (film)|Akira]] (environment), [[wikipedia:Motoko Kusanagi|Motoko]] (graphics), and [[wikipedia:My Neighbor Totoro|Totoro]] (animation).


Unfortunately, the game was rushed to completion during a change of ownership (see [[Oni]] for the full story), and it was not possible for the developers to release any tools or information to aid the fans in modding. The game data also reflects Oni's rocky development, being assembled somewhat haphazardly, and both including unused resources and also missing a number of resources that the engine looks for during gameplay. One good thing that can be said about the engine is that it is solid enough to run smoothly over the errors it encounters in the data. That being said, it's easy to crash the engine when modding, as is the case with all game engines.
Unfortunately, the game was rushed to completion during a change of ownership (see [[Oni]] for the full story), and it was not possible for the developers to release any tools or information to aid the fans in modding. The game data also reflects Oni's rocky development, being assembled somewhat haphazardly, containing unused and duplicate resources, and also missing a number of resources that the engine looks for during gameplay. One good thing that can be said about the engine is that it is solid enough to run smoothly over top of the errors that it regularly encounters in the data. That being said, it's easy to crash the engine when modding, as is the case with all game engines.


Due the lack of modding tools/information at the time of Oni’s release, fans had to tame the wild jungle of raw game data and create modding tools on their own through reverse-engineering. It took over seven years to unlock most of the game's secrets –- and the work is still ongoing (see [[History of Oni modding]]). But to make a long story short, we can now mod almost all types of data effectively, allowing us to create entirely new levels with new characters, new scripts, new voice acting, and new music. Now we're turning our focus to making tools that are user-friendly so artists can work more freely.
Due the lack of modding tools/information at the time of Oni’s release, fans had to explore the wild jungle of raw game data and create modding tools through reverse-engineering. It took over seven years to unlock most of the game's secrets –- and the work is still ongoing (see [[History of Oni modding]]). But to make a long story short, we can now mod almost all types of data effectively, allowing us to create entirely new levels with new characters, new scripts, new voice acting, and new music. Now we're turning our focus to making tools that are user-friendly so artists can work more freely.


Altogether, we have identified 124 types of resources in the game data, however Oni only uses about 88 of these types (often called "file types" on this wiki, and "tags" in many other game modding communities). It may sound intimidating at first, but depending on the kind of modding you want to do, you might be able to start working with only a little knowledge of the engine.
Altogether, we have identified 124 types of resources in the game data, however Oni only uses about 88 of these types (often called "file types" on this wiki, and "tags" in many other game modding communities). It may sound intimidating at first, but depending on the kind of modding you want to do, you might be able to start working with only a little knowledge of the engine.
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==Introduction to types of modding==
==Introduction to types of modding==
===Scripting===
===Scripting===
The easiest kind of modding is scripting. Scripts are written in the BungieFrameWork Scripting Language and stored as plain-text files with the suffix .bsl. Scripts take a lifeless level and spawn characters in it (the AI-driven NPCs and Konoko), give the level a logical flow of events, make the AIs play certain roles, drive cutscenes, and alter the level's appearance.
The easiest kind of modding is scripting. Scripts are written in the BungieFrameWork Scripting Language and stored as plain-text files with the suffix .bsl. Scripts take a lifeless level and spawn characters in it (the AI-driven NPCs and Konoko), give the level a logical flow of events, drive cutscenes, make the AIs play certain roles, and alter the level's appearance.


Scripting is the easiest way to mod because you can work with existing game data, and only have to modify BSL files using a text editor. It's quick and easy to see the results of your work (just reload the level), and you have lots of accessible examples to learn from (14 levels' worth!). That being said, scripts constantly reference game resources in sometimes technical ways, so you will have to learn how certain data types work in order to script effectively.
Scripting is the easiest way to mod because you can work with existing game data, and only have to modify BSL files using a text editor. It's quick and easy to see the results of your work (just reload the level), and you have lots of accessible examples to learn from (14 levels' worth!). That being said, scripts constantly reference game resources in sometimes technical ways, so you will have to learn how certain data types work in order to script effectively.
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===Binary modding===
===Binary modding===
This is where those 88 data types come into play that we mentioned earlier. Broadly speaking, the kinds of data we're talking about are: '''level geometry''' (architecture, triggers, and furniture), '''characters''' (class data, models), '''text''' (diary, objectives, subtitles, etc.), '''music''', '''voice-overs''', and '''sound effects'''. However, new levels do not require all this data to be made from scratch. You might decide to re-use a level or some of its resources, or make a new level populated with existing characters, etc.
This is where those 88 data types come into play that we mentioned earlier. Broadly speaking, the kinds of data we're talking about are: '''level geometry''' (architecture, triggers, and furniture), '''characters''' (class data, models), '''text''' (diary, objectives, subtitles, etc.), and '''sound''' (music, voice-overs, and sound effects). However, new levels do not require all this data to be made from scratch. You might decide to re-use a level or some of its resources, or make a new level populated with existing characters, etc.


The game data is called "binary data" because it's made of raw 0s and 1s until our tools make it into something more modder-friendly. The basic process of modding game data involves breaking the level data (a .dat file supplemented by a .raw file, and on the Mac a .sep file is also used) into its component resources (.oni files), then converting those resources into something editable. The editable format depends on the kind of data you're editing. It might be plain-text, XML, PNG, Collada, WAV, etc.
The game data is called "binary data" because it's made of raw 0s and 1s in a proprietary format until our tools convert it into something more modder-friendly. The basic process of modding game data involves breaking the level data (a .dat file supplemented by a .raw file, and on the Mac a .sep file as well) into its component resources (.oni files), then converting those resources into something editable. The editable format depends on the kind of data you're editing. It might be plain-text, XML, PNG, Collada, WAV, etc.


Thus, besides our community modding tools, the program(s) you need in order to mod will vary according to your modding task; you might need nothing more than a text editor, you might need a free bitmap editor, or you might need a full 3D modeling package. Thankfully, since Oni is graphically primitive, you won't need to know as much about modeling as with a modern game, and there are free modelers available (but not as good as the commercial ones). In any case, make sure you download the [[Anniversary Edition]], which provides a modding framework and installs modding tools.
Thus, besides our community modding tools, the program(s) you need in order to mod will vary according to your modding task; you might need nothing more than a text editor, you might need a free bitmap editor, or you might need a full 3D modeling package. Thankfully, since Oni is graphically primitive, you won't need to know as much about modeling as with a modern game, and there are free modelers available (but not as good as the commercial ones). In any case, make sure you download the [[Anniversary Edition]], which provides a modding framework and installs modding tools.


*Go to the [[XML]] namespace to get a friendly introduction to the types of game data and learn the (more) user-friendly XML modding technique, or;
*Go to the [[XML]] namespace to get a friendly introduction to the types of game data and learn the (relatively) user-friendly XML modding technique, or;
*Go to the [[OBD]] namespace to start learning about the binary data on the lowest level, or;
*Go to the [[OBD]] namespace to start learning about the binary data on the byte-by-byte level, or;
*Continue reading to learn a little more about specific types of binary modding so you know what you're getting yourself into.
*Continue reading to learn a little more about specific types of binary modding so you know what you're getting yourself into.