rearranging, correcting, small changes -- nothing interesting.

actorid
Marek Kochanowicz 11 years ago
parent b52b6a8e7e
commit 45203c160f

@ -17,7 +17,6 @@ In addition to this single hard coded directory, both Open{MW} and Open{CS} need
Bethesda Morrowind\texttrademark engine is using two types of files: esm (master) and esp (plugin). The distinction between those is not clear, and often confusing. You would expect the esm (master) file is used to specify one master, that is modified by the esps plugins, and indeed: this is the basic idea. However, original expansions also were made as esm files, even though they essentially could be described as a really large plugins, and therefore rather use esp files. There were technical reasons behind this decision -- somewhat valid in the case of original engine, but clearly it's better to create a system that can be used is more sensible way. Open{MW} achieves this with our own content file types.\\
We support both esm and esp files, but in order to make use of new features of OpenMW one should consider using new file types designed with our engine in mind: game files and addon files together called ``content files``.\\
The actual creating of new files is described in the next chapter. Here We are gonna focus only on details that you need to know in order to create your first Open{CS} file while full understanding your needs. For now let's jut remember that content files are created inside the user directory, in the the \textbf{data} subfolder (that is the one special data path mentioned earlier).\\
\subparagraph{Open{MW} content files}
Game and Addon files are concept somewhat similar to the old esm/esp, only in the way it should be from the very beginning. Nothing easier to describe. If you want to make new game using Open{MW} as engine (so called ``total conversion'') you should create a game file. If you want to create a addon for existing game file -- simply create addon file. Nothing else matters: The only distinction you should consider is if your project is about changing other game, or creating a new one. Simple as that.\\
@ -26,7 +25,16 @@ Other simple thing about content files are extensions. We are using .omwaddon fo
%TODO describe what content files contains. and what not.
\subparagraph{Morrowind content files}
Using our content files is recommended solution for projects that are intended to used with Open{MW} engine. However some players wish to use original Morrowind engine, even with it large flaws and lacking features\footnote{If this is actually wrong, We are very successful project. Yay!}. Also, more than ten years %not finished
Using our content files is recommended solution for projects that are intended to used with Open{MW} engine. However some players wish to use original Morrowind engine, even with it large flaws and lacking features\footnote{If this is actually wrong, We are very successful project. Yay!}. Also, since 2002 thousands of esp/ems files were created, some with really outstanding content. Because of this Open{CS} simply has no other choice but support esp/esm files. However, if you decided to choose esp/esm file instead using our own content file types you are most likely aim at the original engine compatibility. This subject is covered in the very last section of this manual.\\ %not finished TODO add the said section. Most likely when more features are present.
The actual creation of new files is described in the next chapter. Here We are gonna focus only on details that you need to know in order to create your first Open{CS} file while full understanding your needs. For now let's jut remember that content files are created inside the user directory, in the the \textbf{data} subfolder (that is the one special data directory mentioned earlier).\\
\subparagraph{Dependencies}
Since addon is supposed to change the game it is logical that it also depends on the said game. It simply can't work otherwise. Just think about it: your modification is changing prize of the iron sword. But what if there is no iron sword in game? That's right: we get nonsense. What you want to do is to tie your addon to the files you are changing. Those can be either game files (expansion island for a game) or other addon files (house on the said island). It is a a good idea to be dependent only on files that are really changed in your addon obviously, but sadly there is no other way to achieve this than knowing what you want to do. Again, please remember that this section of the manual does not cover creating the content files -- it is only theoretical introduction to the subject. For now just keep in mind that dependencies exist, and is up to you what to decide if your content file should depend on other content file.\\
Game files are not intend to have any dependencies for a very simple reasons: player is using only one game file (excluding original and dirty esp/esm system) at the time and therefore no game file can depend on other game file, and since game file makes the base for addon files -- it can't depend on addon files.\\
\subparagraph{Loading order}
\paragraph{Project files}
Project files act as containers for data not used by the Openm{MW} game engine itself, but still useful for OpenCS. The shining example of this data category are without doubt record filters (described in the later section of the manual you are reading currently). As a mod author you probably don't need and/or want to distribute project files at all, they are meant to be used only by you.\\
@ -36,12 +44,5 @@ Project files extension is, to not surprise ``.project''. The whole name of the
%TODO where are they stored.
Project files are stored inside the user directory, in the \textbf{projects} subfolder. This is the path location for both freshly created project files, and the place where Open{CS} look for already existing files.\\
\paragraph{Dependencies}
Since addon is supposed to change the game it is logical that it also depends on the said game. It simply can't work otherwise. Just think about it: your modification is changing prize of the iron sword. But what if there is no iron sword in game? That's right: we get nonsense. What you want to do is to tie your addon to the files you are changing. Those can be either game files (expansion island for a game) or other addon files (house on the said island). It is a a good idea to be dependent only on files that are really changed in your addon obviously, but sadly there is no other way to achieve this than knowing what you want to do.\\
Game files are not intend to have any dependencies for a very simple reasons: player is using only one game file at the time and therefore no game file can depend on other game file, and since game file makes the base for addon files -- it can't depend on addon files.
\paragraph{Loading order}
\paragraph{Resources files}
%textures, sounds, whatever
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