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#1 9/7/09 16:32

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

How to make an AE package

[From now on, please follow the instructions on the wiki instead, as they are being kept up-to-date: Making a mod package --Iritscen]

Step 1: Open up your Edition\install\packages folder

Step 2: Create a new folder with a name corresponding to your mod. No spaces, please. The five digit number in front corresponds to where in the load order you want your mod to be. Please, leave some space between your mod and other AE mods.

Step 3: Create (or copy) a config file named "Mod_Info.cfg" inside your new folder.

Sample:

AEInstallVersion ->  1.0 
NameOfMod -> Upgraded ONCCs
ModString -> 21000UpgradedONCCs 1
Creator -> Loser
HasOnis -> Yes
Readme -> Gives enemies more health, better bullet dodging, and better blocking skills.

AEInstallVersion is just the lowest version of the installer this mod is compatible with. Right now, always 1.0. smile

NameofMod is the name of the mod. smile It can be anything you like. It is displayed in the installer.

ModString is two parts. The first is the name of the folder the mod is in. The second is the version of the mod. (Integers only, please)

Creator is the name that is displayed in the installer.

"HasOnis -> Yes" tells the installer oni files are present.

Readme is the readme displayed in the installer. You can make a new line by using " \n "

In the future there will be more types of mods ("HasBSL", etc).

Step 4. If you have oni files (the only type of mod there is right now), make a folder named "oni" inside your package folder

Step 5. If your mod modifies level0_Final, make a "level0_Final" folder inside "oni".

Step 5.5. If you have...

TRAC, TRAM make a level0_Animations folder...
ONSK, TXMP make a level0_Textures folder...
ONCC, TRBS, ONCV, ONVL, TRMA, TRSC, TRAS make a level0_Characters folder...
OSBD, SNDD make a level0_Sounds folder...
BINA3RAP make a level0_Particles folder...
Anything else, make a level0_Final folder...

...inside level0_Final

Step 6. For every level that your mod uses, make a "levelX_Final" folder inside "oni". (level1_Final, level2_Final, etc...) New levels are currently not detected.

Step 6.5. In each of the folders created in the previous step, make another "levelX_Final" folder inside the first one.

Step 7. Put level0 oni files inside their respective folders as created in step 5.5

Step 8. Put levelX (anything but level0) oni files inside their respective levelX_Final/levelX_Final directories

You are done smile

Be very careful on replacing (not adding) M3GM and TRAC, they can be a bit touchy. With TRAC, you must include all of the children of the TRAC you are adding. With M3GM, you must also include the file that references the M3GM.

Whenever possible, copy the files from packages\Globalize instead of the default Oni files.

New ONCCs should have this inside the ONCP:

            <ONCPParticle>
                <Name>glass_break</Name>
                <Type>glass_break</Type>
                <BodyPart>-1</BodyPart>
            </ONCPParticle>

If they do not, they will not be able to break glass.

If you run into any problems (crashing, etc.), feel free to contact me or post in this thread.

Last edited by Iritscen (4/11/09 18:54)


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#2 10/7/09 23:09

Stevinlewis
Member
From: Singapore
Registered: 25/3/09

Re: How to make an AE package

um.. gumby who are you telling this to O_O?

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#3 11/7/09 0:57

3llense'g
Member
From: Europe, Hungary, Budapest
Registered: 5/7/09

Re: How to make an AE package

Anyone who cares.


You can call me 3llen. It's shorter and simpler. wink

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#4 11/7/09 8:24

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: How to make an AE package

This is a good thing that the AE serves us


The Boy Who Knew Too Much tongue

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#5 11/7/09 9:06

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: How to make an AE package

The instructions are for current and future modders, so we can create packages that are compatible with AE, so others will be able to install the mod and play it!

Last edited by EdT (11/7/09 9:06)

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#6 12/7/09 3:58

Stevinlewis
Member
From: Singapore
Registered: 25/3/09

Re: How to make an AE package

ah right...

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#7 27/7/09 6:18

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: How to make an AE package

This is a simple package for separate .oni files.

Gumby wrote:

If it is a file whose name begins with...

TRAC, TRAM put it in level0_Animations folder...
ONSK, TXMP put it in level0_Textures folder...
ONCC, TRBS, ONCV, ONVL, TRMA, TRSC, TRAS put it in level0_Characters folder...
OSBD, SNDD put it in level0_Sounds folder...
BINA3RAP put it in level0_Particles folder...
Anything else, make a level0_Final folder...

...inside level0_Final

... and you are ready to install mod.

Download the link below and put it in edition\install\packages folder

If there is any questions, please post here.


The Boy Who Knew Too Much tongue

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#8 27/7/09 7:13

jessegullick
Member
Registered: 25/7/09

Re: How to make an AE package

i think from now on we should begin to see almost all mods with a automatic install or a oni split/AE tools (i use a mac and my ae tools is a pain in the ass) that is easier to port mods to Anniversary edition

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#9 27/7/09 9:32

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: How to make an AE package

I agree with you. Installing mod to AE is still quite complex. I'd say that there is no way to automatically install a mod. But please be patient. As long as you install many mods you'll see it is not very hard at all. If you want to install a mod and had trouble, ask and maybe we can help you.

Note: I think you don't have to get the newest version of AE. You can keep the old version of it and install new features in the *traditional* way. In my opinion, the *traditional* way is easier.  smile

P.S: Have you looked into this page? http://oni.bungie.org/community/forum/v … php?id=891

Last edited by love_Oni (27/7/09 10:00)


The Boy Who Knew Too Much tongue

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#10 27/7/09 10:07

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: How to make an AE package

How is...

1. Drop mod into packages folder
2. Click install button

Harder?

In any case, removing a mod was all but impossible if you didnt keep good backups, PLUS recompiling the levels is about twice as fast as before.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#11 27/7/09 11:03

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: How to make an AE package

I'm not clear on what jessegullick was complaining about (hint: complete, grammatical sentences are a good thing wink), but once all the notable mods have been made into packages everything will be nice and simple.  Since we just introduced this new framework 3 weeks ago, we're simply in a transitional period that requires some patience from new users while we play "catch up" with the non-AE mods.


byproducts are fine, but where's the beef?

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#12 28/7/09 9:20

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: How to make an AE package

Gumby wrote:

How is...

1. Drop mod into packages folder
2. Click install button

Harder?

In any case, removing a mod was all but impossible if you didnt keep good backups, PLUS recompiling the levels is about twice as fast as before.

See that you are right. I'll get use to it.


The Boy Who Knew Too Much tongue

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#13 29/7/09 11:42

Chamyky
Member
From: France
Registered: 11/2/09
Website

Re: How to make an AE package

Gumby, what are the restrictions for the choice of the folder name? Can we use spaces, accentuated characters?
I believe we have to stick to alphanumerics and underscores, since that would ensure the best compatibility, but I want to be sure.

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#14 29/7/09 12:46

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: How to make an AE package

No spaces, please. That will break your package. Anything else should work, as long as it is extended ASCII, not Unicode.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#15 2/8/09 0:17

dream996
Member
Registered: 15/3/09

Re: How to make an AE package

one question  about the export dat , raw
do i have to export the raw ....it doesn't work "!= =''


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#16 2/8/09 0:24

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: How to make an AE package

no


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#17 2/8/09 0:33

dream996
Member
Registered: 15/3/09

Re: How to make an AE package

OH RIGHT !well then what is the raw for =[?


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#18 2/8/09 1:31

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: How to make an AE package

It goes with the dat. It is automatically extracted when you extract the dat.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#19 2/8/09 1:39

dream996
Member
Registered: 15/3/09

Re: How to make an AE package

i just find that out b4 you type in XD but anyway thx for your help =]


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#20 12/8/09 5:50

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: How to make an AE package

Can you mods mark this thread as sticky?


The Boy Who Knew Too Much tongue

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#21 12/8/09 6:44

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 13/8/08

Re: How to make an AE package

Anyways, no matter how player-friendly AEInstaller is, the way it's combining *.oni's in GDF is SUX. (imho  hmm )
I think it's totally modder-unfriendly. Do you remember previous vers of SAE?
To convert AKEV to Collada I should just copy it in level0_Final. And now I even don't know where should I put AKEV.
Creating a mod packaging sys is a good idea but I'd put mod creating in a first place. smile

Straight to the subj. It would be nice if you let 'old-style' combining stay in installer. even package installing would be nicer.
(Simply replace *.oni's, simply combine a levelXX_Final.dat)


and as for uninstalling - installer should back-up files it is replacing in %00000ModFolder%\B_Up (or smthing like that) when installing a mod and create an uninstallation log with list of files it will restore in unistallation progress.


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#22 12/8/09 8:39

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: How to make an AE package

demos_kratos:To extract AKEV, you must move the folder level0_Textures to the level0_Final folder.  To extract the ONCC as collada, move the folders, level0_Textures and level0_Animations to the level0_Characters folder.  The dependencies of the AKEV and ONCC have to be in the same folder for OniSplit to work.

While the new AE system in someways gives modders more work, I say the advantages out weigh the disadvantages.  It is easy for the players to install or uninstall the mod. I personally like this part, because with the previous system,  it was hard to track which files were modded, did I keep the original of a file I was modding, is one mod affecting another mod and so on. Also, recombining the levels is much faster than before.

Gumby is aware of the current limitations of the AE system for modders and I'm sure he'll fix them.

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#23 12/8/09 10:30

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: How to make an AE package

We definitely have plans to reorganize things in a future AE so they are more modder-friendly.

Your suggestion about uninstallation is actually not applicable to the way the AE works, but backups are already being kept of the original game data (Edition/install/VanillaDats).


byproducts are fine, but where's the beef?

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#24 6/9/09 19:01

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: How to make an AE package

Guys I made a package out of the black ops characters by rexxar

"Ninja, Striker, Tanker, Elite, & Red dressed in black (textures by Rexxar).
Konoko and 2 Female Cops in Black Ops gear. File modding by EdT."

I removed one of the female cops cz one looked like she didn't have a face (I don't know if that was intentional)....  I tried it & it works ... but how can i upload it here :S ?


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#25 6/9/09 19:25

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: How to make an AE package

Hmm, I don't know why one would be missing a face.  You can upload the file in a post as an attachment to let us check out that problem.  Then we can replace the Depot's version with the package version.


byproducts are fine, but where's the beef?

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