Introduction to modding: Difference between revisions

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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 (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.
Altogether, we have identified over 100 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==
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===Modding resources===
===Modding resources===
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.
Broadly speaking, Oni's resources can be broken down as: '''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 cannot be edited easily 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.
The game data cannot be edited easily 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.