Add OpenMW CS manual to the repository.
The manual depends on Sphinx to build. A makefile and a Windows batch script are included for building, both were automatically generated by Sphinx. I have left all settings at their default and I have tested that HTML and PDF output build properly.coverity_scan
parent
b06730ac61
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# Makefile for Sphinx documentation
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#
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# You can set these variables from the command line.
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SPHINXOPTS =
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SPHINXBUILD = sphinx-build
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PAPER =
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BUILDDIR = build
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# User-friendly check for sphinx-build
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ifeq ($(shell which $(SPHINXBUILD) >/dev/null 2>&1; echo $$?), 1)
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$(error The '$(SPHINXBUILD)' command was not found. Make sure you have Sphinx installed, then set the SPHINXBUILD environment variable to point to the full path of the '$(SPHINXBUILD)' executable. Alternatively you can add the directory with the executable to your PATH. If you don't have Sphinx installed, grab it from http://sphinx-doc.org/)
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endif
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# Internal variables.
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PAPEROPT_a4 = -D latex_paper_size=a4
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PAPEROPT_letter = -D latex_paper_size=letter
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ALLSPHINXOPTS = -d $(BUILDDIR)/doctrees $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) source
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# the i18n builder cannot share the environment and doctrees with the others
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I18NSPHINXOPTS = $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) source
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|
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.PHONY: help
|
||||
help:
|
||||
@echo "Please use \`make <target>' where <target> is one of"
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@echo " html to make standalone HTML files"
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@echo " dirhtml to make HTML files named index.html in directories"
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@echo " singlehtml to make a single large HTML file"
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@echo " pickle to make pickle files"
|
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@echo " json to make JSON files"
|
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@echo " htmlhelp to make HTML files and a HTML help project"
|
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@echo " qthelp to make HTML files and a qthelp project"
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@echo " applehelp to make an Apple Help Book"
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@echo " devhelp to make HTML files and a Devhelp project"
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@echo " epub to make an epub"
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@echo " latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter"
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@echo " latexpdf to make LaTeX files and run them through pdflatex"
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@echo " latexpdfja to make LaTeX files and run them through platex/dvipdfmx"
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@echo " text to make text files"
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@echo " man to make manual pages"
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@echo " texinfo to make Texinfo files"
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@echo " info to make Texinfo files and run them through makeinfo"
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@echo " gettext to make PO message catalogs"
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@echo " changes to make an overview of all changed/added/deprecated items"
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@echo " xml to make Docutils-native XML files"
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@echo " pseudoxml to make pseudoxml-XML files for display purposes"
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@echo " linkcheck to check all external links for integrity"
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@echo " doctest to run all doctests embedded in the documentation (if enabled)"
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@echo " coverage to run coverage check of the documentation (if enabled)"
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.PHONY: clean
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clean:
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rm -rf $(BUILDDIR)/*
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.PHONY: html
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html:
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$(SPHINXBUILD) -b html $(ALLSPHINXOPTS) $(BUILDDIR)/html
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@echo
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@echo "Build finished. The HTML pages are in $(BUILDDIR)/html."
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.PHONY: dirhtml
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dirhtml:
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$(SPHINXBUILD) -b dirhtml $(ALLSPHINXOPTS) $(BUILDDIR)/dirhtml
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@echo
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@echo "Build finished. The HTML pages are in $(BUILDDIR)/dirhtml."
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.PHONY: singlehtml
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singlehtml:
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$(SPHINXBUILD) -b singlehtml $(ALLSPHINXOPTS) $(BUILDDIR)/singlehtml
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@echo
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@echo "Build finished. The HTML page is in $(BUILDDIR)/singlehtml."
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.PHONY: pickle
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pickle:
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$(SPHINXBUILD) -b pickle $(ALLSPHINXOPTS) $(BUILDDIR)/pickle
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@echo
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@echo "Build finished; now you can process the pickle files."
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.PHONY: json
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json:
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$(SPHINXBUILD) -b json $(ALLSPHINXOPTS) $(BUILDDIR)/json
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@echo
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@echo "Build finished; now you can process the JSON files."
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.PHONY: htmlhelp
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htmlhelp:
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$(SPHINXBUILD) -b htmlhelp $(ALLSPHINXOPTS) $(BUILDDIR)/htmlhelp
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@echo
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@echo "Build finished; now you can run HTML Help Workshop with the" \
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".hhp project file in $(BUILDDIR)/htmlhelp."
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.PHONY: qthelp
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qthelp:
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$(SPHINXBUILD) -b qthelp $(ALLSPHINXOPTS) $(BUILDDIR)/qthelp
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@echo
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@echo "Build finished; now you can run "qcollectiongenerator" with the" \
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".qhcp project file in $(BUILDDIR)/qthelp, like this:"
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@echo "# qcollectiongenerator $(BUILDDIR)/qthelp/OpenMWCSManual.qhcp"
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@echo "To view the help file:"
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@echo "# assistant -collectionFile $(BUILDDIR)/qthelp/OpenMWCSManual.qhc"
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.PHONY: applehelp
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applehelp:
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$(SPHINXBUILD) -b applehelp $(ALLSPHINXOPTS) $(BUILDDIR)/applehelp
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@echo
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@echo "Build finished. The help book is in $(BUILDDIR)/applehelp."
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@echo "N.B. You won't be able to view it unless you put it in" \
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"~/Library/Documentation/Help or install it in your application" \
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"bundle."
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.PHONY: devhelp
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devhelp:
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$(SPHINXBUILD) -b devhelp $(ALLSPHINXOPTS) $(BUILDDIR)/devhelp
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@echo
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@echo "Build finished."
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@echo "To view the help file:"
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@echo "# mkdir -p $$HOME/.local/share/devhelp/OpenMWCSManual"
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@echo "# ln -s $(BUILDDIR)/devhelp $$HOME/.local/share/devhelp/OpenMWCSManual"
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@echo "# devhelp"
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.PHONY: epub
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epub:
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$(SPHINXBUILD) -b epub $(ALLSPHINXOPTS) $(BUILDDIR)/epub
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@echo
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@echo "Build finished. The epub file is in $(BUILDDIR)/epub."
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.PHONY: latex
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latex:
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$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
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@echo
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@echo "Build finished; the LaTeX files are in $(BUILDDIR)/latex."
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@echo "Run \`make' in that directory to run these through (pdf)latex" \
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"(use \`make latexpdf' here to do that automatically)."
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.PHONY: latexpdf
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latexpdf:
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$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
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@echo "Running LaTeX files through pdflatex..."
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$(MAKE) -C $(BUILDDIR)/latex all-pdf
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@echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex."
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.PHONY: latexpdfja
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latexpdfja:
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$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
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@echo "Running LaTeX files through platex and dvipdfmx..."
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$(MAKE) -C $(BUILDDIR)/latex all-pdf-ja
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@echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex."
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.PHONY: text
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text:
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$(SPHINXBUILD) -b text $(ALLSPHINXOPTS) $(BUILDDIR)/text
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@echo
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@echo "Build finished. The text files are in $(BUILDDIR)/text."
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.PHONY: man
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man:
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$(SPHINXBUILD) -b man $(ALLSPHINXOPTS) $(BUILDDIR)/man
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@echo
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@echo "Build finished. The manual pages are in $(BUILDDIR)/man."
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.PHONY: texinfo
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texinfo:
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$(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo
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@echo
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@echo "Build finished. The Texinfo files are in $(BUILDDIR)/texinfo."
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@echo "Run \`make' in that directory to run these through makeinfo" \
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"(use \`make info' here to do that automatically)."
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.PHONY: info
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info:
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$(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo
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@echo "Running Texinfo files through makeinfo..."
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make -C $(BUILDDIR)/texinfo info
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@echo "makeinfo finished; the Info files are in $(BUILDDIR)/texinfo."
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.PHONY: gettext
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gettext:
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$(SPHINXBUILD) -b gettext $(I18NSPHINXOPTS) $(BUILDDIR)/locale
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@echo
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@echo "Build finished. The message catalogs are in $(BUILDDIR)/locale."
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.PHONY: changes
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changes:
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$(SPHINXBUILD) -b changes $(ALLSPHINXOPTS) $(BUILDDIR)/changes
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@echo
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@echo "The overview file is in $(BUILDDIR)/changes."
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.PHONY: linkcheck
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linkcheck:
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$(SPHINXBUILD) -b linkcheck $(ALLSPHINXOPTS) $(BUILDDIR)/linkcheck
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@echo
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@echo "Link check complete; look for any errors in the above output " \
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"or in $(BUILDDIR)/linkcheck/output.txt."
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.PHONY: doctest
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doctest:
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$(SPHINXBUILD) -b doctest $(ALLSPHINXOPTS) $(BUILDDIR)/doctest
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@echo "Testing of doctests in the sources finished, look at the " \
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"results in $(BUILDDIR)/doctest/output.txt."
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.PHONY: coverage
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coverage:
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$(SPHINXBUILD) -b coverage $(ALLSPHINXOPTS) $(BUILDDIR)/coverage
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@echo "Testing of coverage in the sources finished, look at the " \
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"results in $(BUILDDIR)/coverage/python.txt."
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.PHONY: xml
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xml:
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$(SPHINXBUILD) -b xml $(ALLSPHINXOPTS) $(BUILDDIR)/xml
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@echo
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@echo "Build finished. The XML files are in $(BUILDDIR)/xml."
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.PHONY: pseudoxml
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pseudoxml:
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$(SPHINXBUILD) -b pseudoxml $(ALLSPHINXOPTS) $(BUILDDIR)/pseudoxml
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@echo
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@echo "Build finished. The pseudo-XML files are in $(BUILDDIR)/pseudoxml."
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@ -0,0 +1,263 @@
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@ECHO OFF
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REM Command file for Sphinx documentation
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if "%SPHINXBUILD%" == "" (
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set SPHINXBUILD=sphinx-build
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)
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set BUILDDIR=build
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set ALLSPHINXOPTS=-d %BUILDDIR%/doctrees %SPHINXOPTS% source
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set I18NSPHINXOPTS=%SPHINXOPTS% source
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if NOT "%PAPER%" == "" (
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set ALLSPHINXOPTS=-D latex_paper_size=%PAPER% %ALLSPHINXOPTS%
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set I18NSPHINXOPTS=-D latex_paper_size=%PAPER% %I18NSPHINXOPTS%
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)
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if "%1" == "" goto help
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if "%1" == "help" (
|
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:help
|
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echo.Please use `make ^<target^>` where ^<target^> is one of
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echo. html to make standalone HTML files
|
||||
echo. dirhtml to make HTML files named index.html in directories
|
||||
echo. singlehtml to make a single large HTML file
|
||||
echo. pickle to make pickle files
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||||
echo. json to make JSON files
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||||
echo. htmlhelp to make HTML files and a HTML help project
|
||||
echo. qthelp to make HTML files and a qthelp project
|
||||
echo. devhelp to make HTML files and a Devhelp project
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||||
echo. epub to make an epub
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||||
echo. latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter
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||||
echo. text to make text files
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||||
echo. man to make manual pages
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||||
echo. texinfo to make Texinfo files
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||||
echo. gettext to make PO message catalogs
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echo. changes to make an overview over all changed/added/deprecated items
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echo. xml to make Docutils-native XML files
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||||
echo. pseudoxml to make pseudoxml-XML files for display purposes
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||||
echo. linkcheck to check all external links for integrity
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||||
echo. doctest to run all doctests embedded in the documentation if enabled
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||||
echo. coverage to run coverage check of the documentation if enabled
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goto end
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)
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if "%1" == "clean" (
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for /d %%i in (%BUILDDIR%\*) do rmdir /q /s %%i
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del /q /s %BUILDDIR%\*
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goto end
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)
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|
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REM Check if sphinx-build is available and fallback to Python version if any
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%SPHINXBUILD% 1>NUL 2>NUL
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if errorlevel 9009 goto sphinx_python
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goto sphinx_ok
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:sphinx_python
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set SPHINXBUILD=python -m sphinx.__init__
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%SPHINXBUILD% 2> nul
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if errorlevel 9009 (
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echo.
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||||
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
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||||
echo.installed, then set the SPHINXBUILD environment variable to point
|
||||
echo.to the full path of the 'sphinx-build' executable. Alternatively you
|
||||
echo.may add the Sphinx directory to PATH.
|
||||
echo.
|
||||
echo.If you don't have Sphinx installed, grab it from
|
||||
echo.http://sphinx-doc.org/
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exit /b 1
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||||
)
|
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:sphinx_ok
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if "%1" == "html" (
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%SPHINXBUILD% -b html %ALLSPHINXOPTS% %BUILDDIR%/html
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if errorlevel 1 exit /b 1
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echo.
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echo.Build finished. The HTML pages are in %BUILDDIR%/html.
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goto end
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)
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if "%1" == "dirhtml" (
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%SPHINXBUILD% -b dirhtml %ALLSPHINXOPTS% %BUILDDIR%/dirhtml
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if errorlevel 1 exit /b 1
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echo.
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echo.Build finished. The HTML pages are in %BUILDDIR%/dirhtml.
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goto end
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)
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if "%1" == "singlehtml" (
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%SPHINXBUILD% -b singlehtml %ALLSPHINXOPTS% %BUILDDIR%/singlehtml
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if errorlevel 1 exit /b 1
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echo.
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echo.Build finished. The HTML pages are in %BUILDDIR%/singlehtml.
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goto end
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)
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if "%1" == "pickle" (
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%SPHINXBUILD% -b pickle %ALLSPHINXOPTS% %BUILDDIR%/pickle
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if errorlevel 1 exit /b 1
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echo.
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echo.Build finished; now you can process the pickle files.
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goto end
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)
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if "%1" == "json" (
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%SPHINXBUILD% -b json %ALLSPHINXOPTS% %BUILDDIR%/json
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if errorlevel 1 exit /b 1
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echo.
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echo.Build finished; now you can process the JSON files.
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||||
goto end
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)
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if "%1" == "htmlhelp" (
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%SPHINXBUILD% -b htmlhelp %ALLSPHINXOPTS% %BUILDDIR%/htmlhelp
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if errorlevel 1 exit /b 1
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echo.
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echo.Build finished; now you can run HTML Help Workshop with the ^
|
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.hhp project file in %BUILDDIR%/htmlhelp.
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goto end
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||||
)
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||||
|
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if "%1" == "qthelp" (
|
||||
%SPHINXBUILD% -b qthelp %ALLSPHINXOPTS% %BUILDDIR%/qthelp
|
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if errorlevel 1 exit /b 1
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||||
echo.
|
||||
echo.Build finished; now you can run "qcollectiongenerator" with the ^
|
||||
.qhcp project file in %BUILDDIR%/qthelp, like this:
|
||||
echo.^> qcollectiongenerator %BUILDDIR%\qthelp\OpenMWCSManual.qhcp
|
||||
echo.To view the help file:
|
||||
echo.^> assistant -collectionFile %BUILDDIR%\qthelp\OpenMWCSManual.ghc
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||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "devhelp" (
|
||||
%SPHINXBUILD% -b devhelp %ALLSPHINXOPTS% %BUILDDIR%/devhelp
|
||||
if errorlevel 1 exit /b 1
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||||
echo.
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echo.Build finished.
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goto end
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||||
)
|
||||
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||||
if "%1" == "epub" (
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||||
%SPHINXBUILD% -b epub %ALLSPHINXOPTS% %BUILDDIR%/epub
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||||
if errorlevel 1 exit /b 1
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||||
echo.
|
||||
echo.Build finished. The epub file is in %BUILDDIR%/epub.
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||||
goto end
|
||||
)
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||||
|
||||
if "%1" == "latex" (
|
||||
%SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
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||||
if errorlevel 1 exit /b 1
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||||
echo.
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||||
echo.Build finished; the LaTeX files are in %BUILDDIR%/latex.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "latexpdf" (
|
||||
%SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
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||||
cd %BUILDDIR%/latex
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||||
make all-pdf
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||||
cd %~dp0
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||||
echo.
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||||
echo.Build finished; the PDF files are in %BUILDDIR%/latex.
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||||
goto end
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||||
)
|
||||
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||||
if "%1" == "latexpdfja" (
|
||||
%SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
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||||
cd %BUILDDIR%/latex
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||||
make all-pdf-ja
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||||
cd %~dp0
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||||
echo.
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||||
echo.Build finished; the PDF files are in %BUILDDIR%/latex.
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||||
goto end
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||||
)
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||||
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||||
if "%1" == "text" (
|
||||
%SPHINXBUILD% -b text %ALLSPHINXOPTS% %BUILDDIR%/text
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||||
if errorlevel 1 exit /b 1
|
||||
echo.
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||||
echo.Build finished. The text files are in %BUILDDIR%/text.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "man" (
|
||||
%SPHINXBUILD% -b man %ALLSPHINXOPTS% %BUILDDIR%/man
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Build finished. The manual pages are in %BUILDDIR%/man.
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||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "texinfo" (
|
||||
%SPHINXBUILD% -b texinfo %ALLSPHINXOPTS% %BUILDDIR%/texinfo
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Build finished. The Texinfo files are in %BUILDDIR%/texinfo.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "gettext" (
|
||||
%SPHINXBUILD% -b gettext %I18NSPHINXOPTS% %BUILDDIR%/locale
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Build finished. The message catalogs are in %BUILDDIR%/locale.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "changes" (
|
||||
%SPHINXBUILD% -b changes %ALLSPHINXOPTS% %BUILDDIR%/changes
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.The overview file is in %BUILDDIR%/changes.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "linkcheck" (
|
||||
%SPHINXBUILD% -b linkcheck %ALLSPHINXOPTS% %BUILDDIR%/linkcheck
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Link check complete; look for any errors in the above output ^
|
||||
or in %BUILDDIR%/linkcheck/output.txt.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "doctest" (
|
||||
%SPHINXBUILD% -b doctest %ALLSPHINXOPTS% %BUILDDIR%/doctest
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Testing of doctests in the sources finished, look at the ^
|
||||
results in %BUILDDIR%/doctest/output.txt.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "coverage" (
|
||||
%SPHINXBUILD% -b coverage %ALLSPHINXOPTS% %BUILDDIR%/coverage
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Testing of coverage in the sources finished, look at the ^
|
||||
results in %BUILDDIR%/coverage/python.txt.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "xml" (
|
||||
%SPHINXBUILD% -b xml %ALLSPHINXOPTS% %BUILDDIR%/xml
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Build finished. The XML files are in %BUILDDIR%/xml.
|
||||
goto end
|
||||
)
|
||||
|
||||
if "%1" == "pseudoxml" (
|
||||
%SPHINXBUILD% -b pseudoxml %ALLSPHINXOPTS% %BUILDDIR%/pseudoxml
|
||||
if errorlevel 1 exit /b 1
|
||||
echo.
|
||||
echo.Build finished. The pseudo-XML files are in %BUILDDIR%/pseudoxml.
|
||||
goto end
|
||||
)
|
||||
|
||||
:end
|
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After Width: | Height: | Size: 90 KiB |
@ -0,0 +1,358 @@
|
||||
# -*- coding: utf-8 -*-
|
||||
#
|
||||
# OpenMW CS Manual documentation build configuration file, created by
|
||||
# sphinx-quickstart on Fri Feb 5 21:28:27 2016.
|
||||
#
|
||||
# This file is execfile()d with the current directory set to its
|
||||
# containing dir.
|
||||
#
|
||||
# Note that not all possible configuration values are present in this
|
||||
# autogenerated file.
|
||||
#
|
||||
# All configuration values have a default; values that are commented out
|
||||
# serve to show the default.
|
||||
|
||||
import sys
|
||||
import os
|
||||
|
||||
# If extensions (or modules to document with autodoc) are in another directory,
|
||||
# add these directories to sys.path here. If the directory is relative to the
|
||||
# documentation root, use os.path.abspath to make it absolute, like shown here.
|
||||
#sys.path.insert(0, os.path.abspath('.'))
|
||||
|
||||
# -- General configuration ------------------------------------------------
|
||||
|
||||
# If your documentation needs a minimal Sphinx version, state it here.
|
||||
#needs_sphinx = '1.0'
|
||||
|
||||
# Add any Sphinx extension module names here, as strings. They can be
|
||||
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
|
||||
# ones.
|
||||
extensions = [
|
||||
]
|
||||
|
||||
# Add any paths that contain templates here, relative to this directory.
|
||||
templates_path = ['_templates']
|
||||
|
||||
# The suffix(es) of source filenames.
|
||||
# You can specify multiple suffix as a list of string:
|
||||
# source_suffix = ['.rst', '.md']
|
||||
source_suffix = '.rst'
|
||||
|
||||
# The encoding of source files.
|
||||
#source_encoding = 'utf-8-sig'
|
||||
|
||||
# The master toctree document.
|
||||
master_doc = 'index'
|
||||
|
||||
# General information about the project.
|
||||
project = u'OpenMW CS Manual'
|
||||
copyright = u'2016, The OpenMW Project'
|
||||
author = u'HiPhish'
|
||||
|
||||
# The version info for the project you're documenting, acts as replacement for
|
||||
# |version| and |release|, also used in various other places throughout the
|
||||
# built documents.
|
||||
#
|
||||
# The short X.Y version.
|
||||
version = u'0.0'
|
||||
# The full version, including alpha/beta/rc tags.
|
||||
release = u'0.0'
|
||||
|
||||
# The language for content autogenerated by Sphinx. Refer to documentation
|
||||
# for a list of supported languages.
|
||||
#
|
||||
# This is also used if you do content translation via gettext catalogs.
|
||||
# Usually you set "language" from the command line for these cases.
|
||||
language = None
|
||||
|
||||
# There are two options for replacing |today|: either, you set today to some
|
||||
# non-false value, then it is used:
|
||||
#today = ''
|
||||
# Else, today_fmt is used as the format for a strftime call.
|
||||
#today_fmt = '%B %d, %Y'
|
||||
|
||||
# List of patterns, relative to source directory, that match files and
|
||||
# directories to ignore when looking for source files.
|
||||
exclude_patterns = []
|
||||
|
||||
# The reST default role (used for this markup: `text`) to use for all
|
||||
# documents.
|
||||
#default_role = None
|
||||
|
||||
# If true, '()' will be appended to :func: etc. cross-reference text.
|
||||
#add_function_parentheses = True
|
||||
|
||||
# If true, the current module name will be prepended to all description
|
||||
# unit titles (such as .. function::).
|
||||
#add_module_names = True
|
||||
|
||||
# If true, sectionauthor and moduleauthor directives will be shown in the
|
||||
# output. They are ignored by default.
|
||||
#show_authors = False
|
||||
|
||||
# The name of the Pygments (syntax highlighting) style to use.
|
||||
pygments_style = 'sphinx'
|
||||
|
||||
# A list of ignored prefixes for module index sorting.
|
||||
#modindex_common_prefix = []
|
||||
|
||||
# If true, keep warnings as "system message" paragraphs in the built documents.
|
||||
#keep_warnings = False
|
||||
|
||||
# If true, `todo` and `todoList` produce output, else they produce nothing.
|
||||
todo_include_todos = False
|
||||
|
||||
|
||||
# -- Options for HTML output ----------------------------------------------
|
||||
|
||||
# The theme to use for HTML and HTML Help pages. See the documentation for
|
||||
# a list of builtin themes.
|
||||
html_theme = 'alabaster'
|
||||
|
||||
# Theme options are theme-specific and customize the look and feel of a theme
|
||||
# further. For a list of options available for each theme, see the
|
||||
# documentation.
|
||||
#html_theme_options = {}
|
||||
|
||||
# Add any paths that contain custom themes here, relative to this directory.
|
||||
#html_theme_path = []
|
||||
|
||||
# The name for this set of Sphinx documents. If None, it defaults to
|
||||
# "<project> v<release> documentation".
|
||||
#html_title = None
|
||||
|
||||
# A shorter title for the navigation bar. Default is the same as html_title.
|
||||
#html_short_title = None
|
||||
|
||||
# The name of an image file (relative to this directory) to place at the top
|
||||
# of the sidebar.
|
||||
#html_logo = None
|
||||
|
||||
# The name of an image file (within the static path) to use as favicon of the
|
||||
# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
|
||||
# pixels large.
|
||||
#html_favicon = None
|
||||
|
||||
# Add any paths that contain custom static files (such as style sheets) here,
|
||||
# relative to this directory. They are copied after the builtin static files,
|
||||
# so a file named "default.css" will overwrite the builtin "default.css".
|
||||
html_static_path = ['_static']
|
||||
|
||||
# Add any extra paths that contain custom files (such as robots.txt or
|
||||
# .htaccess) here, relative to this directory. These files are copied
|
||||
# directly to the root of the documentation.
|
||||
#html_extra_path = []
|
||||
|
||||
# If not '', a 'Last updated on:' timestamp is inserted at every page bottom,
|
||||
# using the given strftime format.
|
||||
#html_last_updated_fmt = '%b %d, %Y'
|
||||
|
||||
# If true, SmartyPants will be used to convert quotes and dashes to
|
||||
# typographically correct entities.
|
||||
#html_use_smartypants = True
|
||||
|
||||
# Custom sidebar templates, maps document names to template names.
|
||||
#html_sidebars = {}
|
||||
|
||||
# Additional templates that should be rendered to pages, maps page names to
|
||||
# template names.
|
||||
#html_additional_pages = {}
|
||||
|
||||
# If false, no module index is generated.
|
||||
#html_domain_indices = True
|
||||
|
||||
# If false, no index is generated.
|
||||
#html_use_index = True
|
||||
|
||||
# If true, the index is split into individual pages for each letter.
|
||||
#html_split_index = False
|
||||
|
||||
# If true, links to the reST sources are added to the pages.
|
||||
#html_show_sourcelink = True
|
||||
|
||||
# If true, "Created using Sphinx" is shown in the HTML footer. Default is True.
|
||||
#html_show_sphinx = True
|
||||
|
||||
# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True.
|
||||
#html_show_copyright = True
|
||||
|
||||
# If true, an OpenSearch description file will be output, and all pages will
|
||||
# contain a <link> tag referring to it. The value of this option must be the
|
||||
# base URL from which the finished HTML is served.
|
||||
#html_use_opensearch = ''
|
||||
|
||||
# This is the file name suffix for HTML files (e.g. ".xhtml").
|
||||
#html_file_suffix = None
|
||||
|
||||
# Language to be used for generating the HTML full-text search index.
|
||||
# Sphinx supports the following languages:
|
||||
# 'da', 'de', 'en', 'es', 'fi', 'fr', 'hu', 'it', 'ja'
|
||||
# 'nl', 'no', 'pt', 'ro', 'ru', 'sv', 'tr'
|
||||
#html_search_language = 'en'
|
||||
|
||||
# A dictionary with options for the search language support, empty by default.
|
||||
# Now only 'ja' uses this config value
|
||||
#html_search_options = {'type': 'default'}
|
||||
|
||||
# The name of a javascript file (relative to the configuration directory) that
|
||||
# implements a search results scorer. If empty, the default will be used.
|
||||
#html_search_scorer = 'scorer.js'
|
||||
|
||||
# Output file base name for HTML help builder.
|
||||
htmlhelp_basename = 'OpenMWCSManualdoc'
|
||||
|
||||
# -- Options for LaTeX output ---------------------------------------------
|
||||
|
||||
latex_elements = {
|
||||
# The paper size ('letterpaper' or 'a4paper').
|
||||
#'papersize': 'letterpaper',
|
||||
|
||||
# The font size ('10pt', '11pt' or '12pt').
|
||||
#'pointsize': '10pt',
|
||||
|
||||
# Additional stuff for the LaTeX preamble.
|
||||
#'preamble': '',
|
||||
|
||||
# Latex figure (float) alignment
|
||||
#'figure_align': 'htbp',
|
||||
}
|
||||
|
||||
# Grouping the document tree into LaTeX files. List of tuples
|
||||
# (source start file, target name, title,
|
||||
# author, documentclass [howto, manual, or own class]).
|
||||
latex_documents = [
|
||||
(master_doc, 'OpenMWCSManual.tex', u'OpenMW CS Manual Documentation',
|
||||
u'HiPhish', 'manual'),
|
||||
]
|
||||
|
||||
# The name of an image file (relative to this directory) to place at the top of
|
||||
# the title page.
|
||||
#latex_logo = None
|
||||
|
||||
# For "manual" documents, if this is true, then toplevel headings are parts,
|
||||
# not chapters.
|
||||
#latex_use_parts = False
|
||||
|
||||
# If true, show page references after internal links.
|
||||
#latex_show_pagerefs = False
|
||||
|
||||
# If true, show URL addresses after external links.
|
||||
#latex_show_urls = False
|
||||
|
||||
# Documents to append as an appendix to all manuals.
|
||||
#latex_appendices = []
|
||||
|
||||
# If false, no module index is generated.
|
||||
#latex_domain_indices = True
|
||||
|
||||
|
||||
# -- Options for manual page output ---------------------------------------
|
||||
|
||||
# One entry per manual page. List of tuples
|
||||
# (source start file, name, description, authors, manual section).
|
||||
man_pages = [
|
||||
(master_doc, 'openmwcsmanual', u'OpenMW CS Manual Documentation',
|
||||
[author], 1)
|
||||
]
|
||||
|
||||
# If true, show URL addresses after external links.
|
||||
#man_show_urls = False
|
||||
|
||||
|
||||
# -- Options for Texinfo output -------------------------------------------
|
||||
|
||||
# Grouping the document tree into Texinfo files. List of tuples
|
||||
# (source start file, target name, title, author,
|
||||
# dir menu entry, description, category)
|
||||
texinfo_documents = [
|
||||
(master_doc, 'OpenMWCSManual', u'OpenMW CS Manual Documentation',
|
||||
author, 'OpenMWCSManual', 'One line description of project.',
|
||||
'Miscellaneous'),
|
||||
]
|
||||
|
||||
# Documents to append as an appendix to all manuals.
|
||||
#texinfo_appendices = []
|
||||
|
||||
# If false, no module index is generated.
|
||||
#texinfo_domain_indices = True
|
||||
|
||||
# How to display URL addresses: 'footnote', 'no', or 'inline'.
|
||||
#texinfo_show_urls = 'footnote'
|
||||
|
||||
# If true, do not generate a @detailmenu in the "Top" node's menu.
|
||||
#texinfo_no_detailmenu = False
|
||||
|
||||
|
||||
# -- Options for Epub output ----------------------------------------------
|
||||
|
||||
# Bibliographic Dublin Core info.
|
||||
epub_title = project
|
||||
epub_author = author
|
||||
epub_publisher = author
|
||||
epub_copyright = copyright
|
||||
|
||||
# The basename for the epub file. It defaults to the project name.
|
||||
#epub_basename = project
|
||||
|
||||
# The HTML theme for the epub output. Since the default themes are not
|
||||
# optimized for small screen space, using the same theme for HTML and epub
|
||||
# output is usually not wise. This defaults to 'epub', a theme designed to save
|
||||
# visual space.
|
||||
#epub_theme = 'epub'
|
||||
|
||||
# The language of the text. It defaults to the language option
|
||||
# or 'en' if the language is not set.
|
||||
#epub_language = ''
|
||||
|
||||
# The scheme of the identifier. Typical schemes are ISBN or URL.
|
||||
#epub_scheme = ''
|
||||
|
||||
# The unique identifier of the text. This can be a ISBN number
|
||||
# or the project homepage.
|
||||
#epub_identifier = ''
|
||||
|
||||
# A unique identification for the text.
|
||||
#epub_uid = ''
|
||||
|
||||
# A tuple containing the cover image and cover page html template filenames.
|
||||
#epub_cover = ()
|
||||
|
||||
# A sequence of (type, uri, title) tuples for the guide element of content.opf.
|
||||
#epub_guide = ()
|
||||
|
||||
# HTML files that should be inserted before the pages created by sphinx.
|
||||
# The format is a list of tuples containing the path and title.
|
||||
#epub_pre_files = []
|
||||
|
||||
# HTML files that should be inserted after the pages created by sphinx.
|
||||
# The format is a list of tuples containing the path and title.
|
||||
#epub_post_files = []
|
||||
|
||||
# A list of files that should not be packed into the epub file.
|
||||
epub_exclude_files = ['search.html']
|
||||
|
||||
# The depth of the table of contents in toc.ncx.
|
||||
#epub_tocdepth = 3
|
||||
|
||||
# Allow duplicate toc entries.
|
||||
#epub_tocdup = True
|
||||
|
||||
# Choose between 'default' and 'includehidden'.
|
||||
#epub_tocscope = 'default'
|
||||
|
||||
# Fix unsupported image types using the Pillow.
|
||||
#epub_fix_images = False
|
||||
|
||||
# Scale large images.
|
||||
#epub_max_image_width = 0
|
||||
|
||||
# How to display URL addresses: 'footnote', 'no', or 'inline'.
|
||||
#epub_show_urls = 'inline'
|
||||
|
||||
# If false, no index is generated.
|
||||
#epub_use_index = True
|
||||
|
||||
|
||||
# Example configuration for intersphinx: refer to the Python standard library.
|
||||
intersphinx_mapping = {'https://docs.python.org/': None}
|
@ -0,0 +1,21 @@
|
||||
Foreword
|
||||
########
|
||||
|
||||
<Some introductory lines here, explain nomenclature and abbreviations>
|
||||
|
||||
|
||||
How to read the manual
|
||||
**********************
|
||||
|
||||
The manual can be roughly divided into two parts: a tutorial part consisting of
|
||||
the first two (three) chapters and the reference manual. We recommend all
|
||||
readers to work through the tutorials first, there you will be guided through
|
||||
the creation of a fairly simple mod where you can familiarise yourself with the
|
||||
record-based interface. The tutorials are very simple and teach you only what
|
||||
is necessary for the task, each one can be completed in under half an hour. It
|
||||
is strongly recommended to do the tutorials in order.
|
||||
|
||||
When you are familiar with the CS in general and want to write your own mods it
|
||||
is time to move on to the reference part of the manual. The reference chapters
|
||||
can be read out of order, each one covers only one topic.
|
||||
|
@ -0,0 +1,30 @@
|
||||
.. OpenMW CS Manual documentation master file, created by
|
||||
sphinx-quickstart on Fri Feb 5 21:28:27 2016.
|
||||
You can adapt this file completely to your liking, but it should at least
|
||||
contain the root `toctree` directive.
|
||||
|
||||
#####################
|
||||
OpenMW CS user manual
|
||||
#####################
|
||||
|
||||
The following document is the complete user manual for *OpenMW CS*, the
|
||||
construction set for the OpenMW game engine. It is intended to serve both as an
|
||||
introduction and a reference for the application. Even if you are familiar with
|
||||
modding *The Elder Scrolls III: Morrowind* you should at least read the first
|
||||
few chapters to familiarise yourself with the new interface.
|
||||
|
||||
.. warning::
|
||||
OpenMW CS is still software in development. The manual does not cover any of
|
||||
its shortcomings, it is written as if everything was working as inteded.
|
||||
Please report any software problems as bugs in the software, not errors in
|
||||
the manual.
|
||||
|
||||
.. toctree::
|
||||
:caption: Table of Contents
|
||||
:maxdepth: 2
|
||||
|
||||
foreword
|
||||
tour
|
||||
files-and-directories
|
||||
starting-dialog
|
||||
|
@ -0,0 +1,40 @@
|
||||
OpenMW CS Starting Dialog
|
||||
#########################
|
||||
|
||||
In this chapter we will cover starting up OpenMW CS and the starting interface.
|
||||
Start the CS the way intended for your operating system and you will be
|
||||
presented with window and three main buttons and a small button with a
|
||||
wrench-icon. The wrench will open the configuration dialog which we will cover
|
||||
later. The three main buttons are the following:
|
||||
|
||||
Create A New Game
|
||||
Choose this option if you want to create an original game that does not
|
||||
depend on any other content files. The distinction between game and addon in
|
||||
the original Morrowind engine was somewhat blurry, but OpenMW is very strict
|
||||
about it: regardless of how large your addon is, if it depends on another
|
||||
content file it is not an original game.
|
||||
|
||||
Create A New Addon
|
||||
Choose this option if you want to create an extension to an existing game.
|
||||
An addon can depend on other addons as well optionally, but it *must* depend
|
||||
on a game.
|
||||
|
||||
Edit A Content File
|
||||
Choose this option is you wish to edit an existing content file, regardless
|
||||
of whether it is a game or an addon.
|
||||
|
||||
Whether you create a game or an addon, a data file and a project file will be
|
||||
generated for you in you user directory.
|
||||
|
||||
You will have to choose a name for your content file and if you chose to create
|
||||
an addon you will also have to chose a number of dependencies. You have to
|
||||
choose exactly one game and you can choose an arbitrary amount of addon
|
||||
dependencies. For the sake of simplicity and maintainability choose only the
|
||||
addons you actually want to depend on. Also keep in mind that your dependencies
|
||||
might have dependencies of their own, you have to depend on those as well. If
|
||||
one of your dependencies nees something it will be indicated by a warning sign
|
||||
and automatically include its dependencies when you choose it.
|
||||
|
||||
If you want to edit an existing content file you will be presented with a
|
||||
similar dialog, except you don't get to choose a file name (because you are
|
||||
editing files that already exist).
|
@ -0,0 +1,223 @@
|
||||
A Tour through OpenMW CS: making a magic ring
|
||||
#############################################
|
||||
|
||||
In this first chapter we will create a mod that adds a new ring with a simple
|
||||
enchantment to the game. The ring will give its wearer a permanent Night Vision
|
||||
effect while being worn. You don't need prior knowledge about modding
|
||||
Morrowind, but you should be familiar with the game itself. There will be no
|
||||
scripting necessary, we chan achieve everything using just what the base game
|
||||
offers out of the box. Before continuing make sure that OpenMW is properly
|
||||
installed and playable.
|
||||
|
||||
|
||||
Adding the ring to the game's records
|
||||
*************************************
|
||||
|
||||
In this first section we will define what our new ring is, what it looks like
|
||||
and what it does. Getting it to work is the first step before we go further.
|
||||
|
||||
|
||||
Starting up OpenMW CS
|
||||
=====================
|
||||
|
||||
We will start by launching OpenMW CS, the location of the program depends on
|
||||
your operating system. You will be presented with a dialogue with three
|
||||
options: create a new game, create a new addon, edit a content file.
|
||||
|
||||
.. figure:: ./_static/images/chapter-1/opening-dialogue.png
|
||||
:alt: Opening dialogue with three option and setting button (the wrench)
|
||||
|
||||
The first option is for creating an entirely new game, that's not what we want.
|
||||
We want to edit an existing game, so choose the second one. When you save your
|
||||
addon you can use the third option to open it again.
|
||||
|
||||
You will be presented with another window where you get to chose the content to
|
||||
edit and the name of your project. We have to chose at least a base game, and
|
||||
optionally a number of other addons we want to depend on. The name of the
|
||||
project is arbitrary, it will be used to identify the addon later in the OpenMW
|
||||
launcher.
|
||||
|
||||
.. figure:: ./_static/images/chapter-1/new-project.png
|
||||
:alt: Creation dialogue for a new project, pick content modules and name
|
||||
|
||||
Choose Morrowind as your content file and enter `Ring of Night Vision` as the
|
||||
name. We could also chose further content files as dependencies if we wanted
|
||||
to, but for this mod the base game is enough.
|
||||
|
||||
Once the addon has been created you will be presented with a table. If you see
|
||||
a blank window rather than a table choose *World* → *Objects* from the menu.
|
||||
|
||||
.. figure:: ./_static/images/chapter-1/objects.png
|
||||
:alt: The table showing all objet records in the game.
|
||||
|
||||
Let's talk about the interface for a second. Every window in OpenMW CS has
|
||||
*panels*, these are often but not always tables. You can close a panel by
|
||||
clicking the small "X" on the title bar of the panel, or you can detach it by
|
||||
either dragging the title bar or clicking the icon with the two windows. A
|
||||
detached panel can be re-attached to a window by dragging it by the title bar
|
||||
on top of the window.
|
||||
|
||||
Now let's look at the panel itself: we have a filter text field, a very large
|
||||
table and a status bar. The filter will be very useful when we want to find an
|
||||
entry in the table, but for now it is irrelevant. The table you are looking at
|
||||
contains all objects in the game, these can be items, NPCs, creatures,
|
||||
whatever. Every object is an entry in that table, visible as a row. The columns
|
||||
of the table are the attributes of each object.
|
||||
|
||||
Morrowind uses something called a *relational database* for game data. If you
|
||||
are not familiar with the term, it means that every type of thing can be
|
||||
expressed as a *table*: there is a table for objects, a table for enchantments,
|
||||
a table for icons, one for meshes, and so on. Properties of an entry must be
|
||||
simple values, like numbers or text strings. If we want a more complicated
|
||||
property we need to reference an entry from another table. There are a few
|
||||
exceptions to this though, some tables do have subtables. The effects of
|
||||
enchantments are one of those exceptions.
|
||||
|
||||
|
||||
Defining a new record
|
||||
=====================
|
||||
|
||||
Enough talk, let's create the new ring now. Right-click anywhere in the objects
|
||||
table, choose `Add Record` and the status bar will change into an input field.
|
||||
We need to enter an *ID* (short for *identifier*) and pick the type. The
|
||||
identifier is a unique name by which the ring can later be identified; I have
|
||||
chosen `ring_night_vision`. For the type choose *Clothing*.
|
||||
|
||||
.. figure:: ./_static/images/chapter-1/add-record.png
|
||||
:alt: Enter the ID and type of the new ring
|
||||
|
||||
The table should jump right to our newly created record, if not read further
|
||||
below how to use filters to find a record by ID. Notice that the *Modified*
|
||||
column now shows that this record is new. Records can also be *Base*
|
||||
(unmodified), *Modified* and *Deleted*. The other fields are still empty since
|
||||
we created this record from nothing. We can double-click a table cell while
|
||||
holding Shift to edit it (this is a configurable shortcut), but there is a
|
||||
better way: right-click the row of our new record and chose *Edit Record*, a
|
||||
new panel will open.
|
||||
|
||||
We can right-click the row of our new record and chose *Edit Record*, a
|
||||
new panel will open. Alternatively we can also define a configurable shortcut
|
||||
instead of using the context menu; the default is double-clicking while
|
||||
holding down the shift key.
|
||||
|
||||
|
||||
.. figure:: ./_static/images/chapter-1/edit-record.png
|
||||
:alt: Edit the properties of the record in a separate panel
|
||||
|
||||
You can set the name, weight and coin value as you like, I chose `Ring of Night
|
||||
Vision`, `0.1` and `2500` respectively. Make sure you set the *Clothing Type*
|
||||
to *Ring*. We could set the other properties manually as well, but unless you
|
||||
have an exceptional memory for identifiers and never make typos that's not
|
||||
feasible. What we are going to do instead is find the records we want in their
|
||||
respective tables and assign them from there.
|
||||
|
||||
|
||||
Finding records using filters
|
||||
=============================
|
||||
|
||||
We will add an icon first. Open the *Icons* table the same way you opened the
|
||||
*Objects* table: in the menu click *Assets* → *Icons*. If the window gets too
|
||||
crowded remember that you can detach panels. The table is huge and not every
|
||||
ring icon starts with "ring", so we have to use filters to find what we want.
|
||||
|
||||
Filters are a central element of OpenMW CS and a major departure from how the
|
||||
original Morrowind CS was used. In fact, filters are so important that they
|
||||
have their own table as well. We won't be going that far for now though. There
|
||||
are three types of filters: *Project filters* are part of the project and are
|
||||
stored in the project file, *session filter* are only valid until you exit the
|
||||
CS, and finally *instant filter* which are used only once and typed directly
|
||||
into the *Filter* field.
|
||||
|
||||
For this tutorial we will only use instant filters. We type the definition of
|
||||
the filter directly into the filter field rather than the name of an existing
|
||||
filter. To signify that we are using an instant filter the have to use `!` as
|
||||
the first character. Type the following into the field:
|
||||
|
||||
.. code::
|
||||
|
||||
!string("id", ".*ring.*")
|
||||
|
||||
A filter is defined by a number of *queries* which can be logically linked. For
|
||||
now all that matters is that the `string(<property>, <pattern>)` query will check
|
||||
whether `<propery>` matches `<pattern>`. The pattern is a regular expression,
|
||||
if you don't know about them you should learn their syntax. For now all that
|
||||
matters is that `.` stands for any character and `*` stands for any amount,
|
||||
even zero. In other words, we are looking for all entries which have an ID that
|
||||
contains the word "ring" somewhere in it. This is a pretty dumb pattern because
|
||||
it will also match words like "ringmail", but it's good enough for now.
|
||||
|
||||
If you have typed the filter definition properly the text should change from
|
||||
red to black and our table will be narrowed down a lot. Browse for an icon you
|
||||
like and drag & drop its table row onto the *Icon* field of our new ring.
|
||||
|
||||
That's it, you have now assigned a reference to an entry in another table to
|
||||
the ring entry in the *Objects* table. Repeat the same process for the 3D
|
||||
model, you can find the *Meshes* table under *Assets* → *Meshes*.
|
||||
|
||||
|
||||
Adding the enchantment
|
||||
======================
|
||||
|
||||
Putting everything you have learned so far to practice we can add the final and
|
||||
most important part to our new ring: the enchantment. You know enough to
|
||||
perform the following steps without guidance: Open the *Enchantments* table
|
||||
(*Mechanics* → *Enchantments*) and create a new entry with the ID `Cats Eye`.
|
||||
Edit it so that it has *Constant Effect* enchantment type.
|
||||
|
||||
To add an effect to the enchantment right-click the *Magic Effects* table and
|
||||
choose *Add new row*. You can edit the effects by right-clicking their table
|
||||
cells. Set the effect to *NightEye*, range to *Self*, and both magnitudes to
|
||||
`50`. The other properties are irrelevant.
|
||||
|
||||
Once you are done add the new enchantment to our ring. That's it, we now have a
|
||||
complete enchanted ring to play with. Let's take it for a test ride.
|
||||
|
||||
|
||||
Playing your new addon
|
||||
======================
|
||||
|
||||
Launch OpenMW and in the launcher under *Data Files* check your addon. Load a
|
||||
game and open the console. We have only defined the ring, but we haven't placed
|
||||
any instance of it anywhere in the game world, so we have to create one. In the
|
||||
console type:
|
||||
|
||||
.. code::
|
||||
|
||||
player->AddItem "ring_night_vision" 1
|
||||
|
||||
The part in quotation marks is the ID of our ring, you have to adjust it if you
|
||||
chose a different ID. Exit the console and you should find a new ring in your
|
||||
inventory. Equip it and you will instantly receive the *Night Vision* effect
|
||||
for your character.
|
||||
|
||||
|
||||
Conclusion
|
||||
==========
|
||||
|
||||
In this tutorial we have learned how to create a new addon, what tables are and
|
||||
how to create new records. We have also taken a very brief glimpse at the
|
||||
syntax of filters, a feature you will be using a lot when creating larger mods.
|
||||
|
||||
This mod is a pure addition, it does not change any of the existing records.
|
||||
However, if you want to actually present appealing content to the player rather
|
||||
than just offering abstract definitions you will have to change the game's
|
||||
content. In the next tutorial we will learn how to place the ring in the game
|
||||
world so the player can find it legitimately.
|
||||
|
||||
|
||||
|
||||
Adding the ring to the game's world
|
||||
***********************************
|
||||
|
||||
Now that we have defined the ring it is time add it to the game world so the
|
||||
player can find it legitimately. We will add the ring to a merchant, place it
|
||||
in a chest and put it somewhere in plain sight. To this end we will have to
|
||||
actually modify the contents of the game.
|
||||
|
||||
|
||||
Subsection to come...
|
||||
=====================
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue