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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. | 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 | Altogether, we have identified 124 types of resources (often called "file types" on this wiki, and "tags" in many other game modding communities) in the game data, however we only directly edit about half of these. 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. | ||
==Introduction to the game data== | ==Introduction to the game data== | ||
A game can be compared to a theater play: in both cases, you have ''stages'', ''actors'', ''scripts'', and ''music''. A level is built so that when the player performs certain actions or reaches certain locations on the ''stage'', further events are set in motion according to the ''script''. The player is told what to do through various textual instructions, cutscenes, and/or voice acting (more ''scripts''), and he interacts with [[wiktionary:artificial_intelligence|AI]]-driven ''actors''. ''Music'' will often play dynamically behind all this, changing along with the flow of events. | A game can be compared to a theater play: in both cases, you have ''stages'', ''actors'', ''scripts'', and ''music''. A level is built so that when the player performs certain actions or reaches certain locations on the ''stage'', further events are set in motion according to the ''script''. The player is told what to do through various textual instructions, cutscenes, and/or voice acting (more ''scripts''), and he interacts with [[wiktionary:artificial_intelligence|AI]]-driven ''actors''. ''Music'' will often play dynamically behind all this, changing along with the flow of events. | ||
In Oni's case, the stages, actors, and music (and other sounds) are all packed together, which is not unusual for games, and found in the files inside GameDataFolder\ that end in ".dat", ".raw", and, on Macs, ".sep". The scripts are stored in separate, plain-text files ending in ".bsl", in the IGMD\ folder inside GameDataFolder\. The player's progress is stored in persist.dat, next to the Oni application. | In Oni's case, the stages, actors, and music (and other sounds) are all packed together, which is not unusual for games, and found in the files inside GameDataFolder\ that end in ".dat", ".raw", and, on Macs, ".sep". The files called level0_Final provide resources for all levels, and when you load a Chapter, the set of files for that level, e.g. level12_Final, provide the level-specific resources for that Chapter. The scripts are stored in separate, plain-text files ending in ".bsl", in the IGMD\ folder inside GameDataFolder\. The player's progress is stored in persist.dat, next to the Oni application. | ||
*See [[Oni (folder)]] for information on each file, or; | *See [[Oni (folder)]] for information on each file, or; |