Talk:Introduction to modding: Difference between revisions

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==introduction==
Some sections needs still some work. For example, sound import is underdeveloped. I recommend to put its notes onto SNDD take page and expend them their. Requirements - ambient and group file - are also missing. --[[User:Paradox-01|Paradox-01]] 20:28, 29 November 2009 (UTC)
In sum, modding Oni looks like writing a theatre play: You have stages, actors, and scripts - wide areas, buildings, rooms, decorations, characters running from A to B whereas the protagonist triggers most events.
:The page now simply links to [[XML:SNDD]] for the actual tutorial information. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 19:40, 9 November 2023 (CET)
But the official makers had ran out of time, left the game without modding support, so it took over seven years to ''unlock'' most possibilities. Read '''[[History_of_Oni_modding|HERE]]''' the full story.


Scripts are written in Bungie Script Language, that's why we also often say "BSL mods".
[[Category:Modding tutorials]]
They build up the level logic, simply said they make the level to appear logic/intelligent, they give basic commands to game engine.
 
OBD refers to Oni Binay Data. Script commands are useless when their addressed resources don't exist. A BSL command might say "ai2_movetoflag characterA 7" (characterA moves to point 7) but the actual movement animation and flag comes from the binaries, in this case called TRAM and FLAG. Every resource has a four-letter-acronym. TRAM stands for Toronto Animation. In old day we tweaked that kind of data with HEX-editor and OniUnPacker which displays data as hexadecimal number. For last research fields or fast testing we sometimes still use hex-editing. (Written at 26. Juli 2009.) Today, TRAM can be converted to XML, that format can be read and rewritten more easily but still lacks fully some usability when it comes it its core.
 
Some resources can be converted into special formats when XML don't really suit them. Those are textures, 3D objects and animations, they are better moddable in other tools. By modding it is often meant that you can also create complete new resources.
* Texture can be modified/created in your favourite graphic program: [http://www.gimp.org/ GIMP], [http://www.adobe.com/products/photoshop/compare/ Photoshop], etc. – as long as these programs outputs files in formats that can be reconverted.
* 3D objects (characters, objects, levels) can be modified/created in blender or [http://www.softimage.com/products/modtool/ XSI].
* Animation can be modified/created with [http://www.softimage.com/ (Autodesk) softimage].
 
 
==links to tools, documentations and tutorials==
===BSL===
* introduction and database links [[BSL|HERE]]
* [http://www.mods.oni2.net/node/61 Tyr's script editor]
* tutorials: [[BSL:Tutorial/Scratch]]
 
 
===OBD===
 
====file converting in general====
* [http://www.mods.oni2.net/node/38 OniSplit]
** [http://www.mods.oni2.net/node/69 AETools - GUI for Macintosh]
** [http://www.mods.oni2.net/node/72 OniSplit GUI for Windows]
** tutorial: [[XML_basic_tutorial]]
 
 
====3D====
* blender : [[User:Iritscen/BlenderTutorial|tutorial]]
* [http://www.softimage.com/products/modtool/ XSI : -]
* tutorial: [[AE:Importing_character_models|Importing character models TRBS]]
 
 
====Animation====
* [http://www.softimage.com/ softimage]
: onisplit -create:tram target_dir animation.dae
: In the target folder you'll get a TRAManimation.xml file.
: You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states and varient needs to be set.
: For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completly new animation it should work as long as the skeleton is similar to the one used in Oni.
: Note that the geometry that is present inside the Collada file is used to compute the "vertical extents" so it better be the same or close to the one the animation is intended for.
: The biggest problem are the attacks. While it's not difficult to add attacks to the xml file, computing the necessary "extents" is not going to be easy. I guess in the end I'll have to add some command to OniSplit to do it.
 
 
====HEX====
* any hex-editor
* [http://www.mods.oni2.net/node/67 OniUnPacker]
** tutorial: tweak [[OBD_talk:TRAM|animation]]
* tutorial: [[AE:Adding_spawnable_characters|Adding spawnable characters to a level CHAR]]
* tutorial: [[AE:Adding_character_classes|Adding character classes ONCC]]
 
 
====Textures====
* tutorial: [[AE:ModTXMP|Modifying textures TXMP]]
 
 
==what you can do==
* ''play some existing mods to get ideas''
* [[Modding_brainstorms|Modding Brainstorms]]
* [[AE:Food_for_thought]]
* [[Anniversary_Edition/To-do]]
* [[AE:Requests]]

Latest revision as of 18:40, 9 November 2023

Some sections needs still some work. For example, sound import is underdeveloped. I recommend to put its notes onto SNDD take page and expend them their. Requirements - ambient and group file - are also missing. --Paradox-01 20:28, 29 November 2009 (UTC)

The page now simply links to XML:SNDD for the actual tutorial information. --Iritscen (talk) 19:40, 9 November 2023 (CET)