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Minor tweaks to files and directories
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@ -22,8 +22,8 @@ newly created content files.
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\paragraph{Content files}
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\BS{} \MW{} engine uses two file types: ESM (master) and ESP (plugin). The distinction between the two is often confusing.
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You would expect that the ESM (master) file is used to specify a single master which is modified by the ESP files (plugins), and indeed:
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this is the basic idea. However, the original expansions are also ESM files, even though they can be described as a really large plugins.
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There were technical reasons behind this decision -- somewhat valid in the case of original engine, but a more logical file system is
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this is the basic idea. However, the original expansions are also ESM files, even though they can be described as very large plugins.
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There were technical reasons behind this decision -- somewhat valid in the case of the original engine, but a more logical file system is
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much preferable. \OMW{} achieves this through the creation of our own types of content file.
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We support both ESM and ESP files, but, in order to make use of \OMW{}'s new features, one should consider using new file types designed
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@ -48,7 +48,8 @@ for original engine compatibility. This subject is covered in the very last sect
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%not finished TODO add the said section. Most likely when more features are present.
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The actual creation of new files is described in the next chapter. Here we are going to focus only on the essential information needed
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to create your first \OCS{} file. For now, let's jut remember that content files are stored in the user directory, in the \textbf{data} subfolder (the particular data directory mentioned above).
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to create your first \OCS{} file. For now, let's jut remember that content files are stored in the user directory, in the \textbf{data}
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subfolder (the particular data directory mentioned above).
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\subparagraph{Dependencies}
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Since addons aim to modify an existing game, it is logical that they also depend on the said game: otherwise they will not function.
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@ -67,9 +68,9 @@ are the record filters (described below). As a mod author, you probably do not n
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as they are meant to be used only by you.
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Since project files govern how content files are used in OpenCS, they are always used in conjunction with your specific project.
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In fact, each time work commences on a new content file without a corresponding project file, a new project file will be created.
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In fact, each time work commences on a content file that does not have a corresponding project file, a new project file will be created.
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Project file extension is ``.project''. The name of the project file is the whole name of the content file with appended extensions.
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The project file extension is ``.project''. The name of the project file is the whole name of the content file with appended extensions.
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For instance, a content file named swords.omwaddon is associated with the project file swords.omwaddon.project.
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%TODO where are they stored.
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@ -80,7 +81,7 @@ project files, and the place where \OCS{} looks for already existing files.
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%textures, sounds, whatever
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The vast majority of modern video games use what we shall term \textbf{resource files}: models, textures, icons, sounds and so on.
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ESPs, ESMs and \OMW{} content files do not contain these files, merely instructions on how they are used. It follows that the \OMW{}
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engine must be capable of supporting these resource files in order for them to function. Therefore this section cover ways to add
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engine must be capable of supporting these resource files in order for them to function. Therefore this section covers ways to add
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resource files to your content file, and outlines which formats are supported. Later, you will learn how to make use of these files
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in your content.
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@ -101,7 +102,8 @@ significant will be covered.
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\begin{description}
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\item bik Format used by the original \MW{} game.
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\item mp4 Multimedia container which use more advanced codecs ({MPEG-4 Parts 2,3,10}) with a better audio and video compression rate,
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but which require more {CPU} intensive decoding -- this probably makes it less suited for storing sounds in computer games, but good for videos.
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but which require more {CPU} intensive decoding -- this probably makes it less suited for storing sounds in computer games, but
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good for videos.
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\item webm A new, shiny and open source video format with excellent compression. It needs quite a lot of processing power to be decoded,
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but since game logic is not running during cut scenes we can recommend it for use with \OMW.
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\item ogv An alternative, open source container using theora codec for video and vorbis for audio.
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