Difference between revisions of "OXP howto"
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[[Image:oolite-oxp-icon.png|100px|right|OXP icon]] | [[Image:oolite-oxp-icon.png|100px|right|OXP icon]] | ||
− | An '''Oolite Expansion Pack''' can cause many big changes or additions to Oolite's gameplay, or it may represent just a small, subtle alteration. By appearances, there is no way to tell what is inside, as it's merely a folder with the added extention '''.oxp'''. Inside, it will at least contain a folder | + | === Overview === |
+ | An '''Oolite Expansion Pack''' can cause many big changes or additions to Oolite's gameplay, or it may represent just a small, subtle alteration. By appearances, there is no way to tell what is inside, as it's merely a folder with the added extention '''.oxp'''. | ||
+ | |||
+ | Inside, it will at least contain a folder (Config, AIs, Models, Textures, etc...) that holds scripts, plists or other things like textures or models. It is down to the goal of the [[OXP]], which ways to combine elements to the OXP's contents. To get a feeling for it, simply take a look in other oxps. | ||
=== AIs === | === AIs === | ||
Line 10: | Line 13: | ||
=== Config=== | === Config=== | ||
+ | All plist files except for those introducing new AI, belong in Config. | ||
+ | |||
+ | In its simplest form, an OXP could contain only a Config with an altering ''script.plist'' or ''planetinfo.plist''. An OXP that adds a new ship needs a ''shipdata.plist'' entry, and unless it is based entirely on existing Oolite data, would include a model and texture. | ||
+ | |||
+ | * [[OXP howto plist|Making Oolite plists]] | ||
+ | <br> | ||
This folder contains [[Property lists]] such as: | This folder contains [[Property lists]] such as: | ||
− | * ''[[ | + | * ''[[characters.plist]]'' that adds non-player characters to Oolite. |
− | |||
− | |||
− | |||
− | |||
− | |||
* ''[[commodities.plist]]'' that contains information for each commodity in a market. | * ''[[commodities.plist]]'' that contains information for each commodity in a market. | ||
+ | * ''[[crosshairs.plist]]'' that contains the look for your weapons (v1.73). | ||
+ | * ''[[customsounds.plist]]'' that contains references to ingame used sounds. | ||
* ''[[misc plists|demoships.plist]]'' that selects demoships to show on startup. | * ''[[misc plists|demoships.plist]]'' that selects demoships to show on startup. | ||
* ''[[misc plists|descriptions.plist]]'' that adds vocabulary to Oolite texts. | * ''[[misc plists|descriptions.plist]]'' that adds vocabulary to Oolite texts. | ||
− | |||
− | |||
* ''[[equipment.plist]]'' lists upgrades available from the Shipyard. | * ''[[equipment.plist]]'' lists upgrades available from the Shipyard. | ||
+ | * ''[[hud.plist]]'' and ''[[hud-small.plist]]'' that allows for changes or a radically new ''Head-Up Display''. | ||
+ | * ''[[illegal_goods.plist]]'' that contains a list of banned/forbidden items. GalCop has an eye on that. | ||
+ | * ''[[missiontext.plist]]'' contains texts for the mission screens. | ||
* ''[[misc plists|pirate-victim-roles.plist]]'' that defines which roles should act as traders. | * ''[[misc plists|pirate-victim-roles.plist]]'' that defines which roles should act as traders. | ||
− | * ''[[ | + | * ''[[planetinfo.plist]]'' that plots system specific changes from the default. May also contain ''script actions''. |
− | + | * ''[[screenbackgrounds.plist]]'' that contains references to background images (v1.74). | |
− | + | * ''[[script.plist]]'' to handle conditional ''script actions''. [[script.js]] will be loaded in preference to script.plist if both exist. | |
− | + | * ''[[shipdata.plist]]'' that introduces any new entity (ships, stations, objects etc.) to Oolite. | |
− | + | * ''[[shipdata-overrides.plist]]'' that selectively can replace shipentries in other shipdata.plists | |
+ | * ''[[shipyard.plist]]'' that introduces new ships available for player purchase. | ||
+ | * ''[[shipyard-overrides.plist]]'' that selectively can replace shipentries in other shipyard.plists | ||
+ | * ''[[speech_pronunciation_guide.plist]]'' is another of the other custom methods. | ||
+ | * ''[[world-scripts.plist]]'' that contains a list of JS-scripts (if more than one worldScript should be used). | ||
− | * [[ | + | Deprecated: |
+ | * ''[[script.oos]]'' was briefly introduced during 1.70 development but is now depracated in favour of JS.) | ||
=== Models=== | === Models=== | ||
− | Oolite models need to be in the '''.dat''' format. There are utilities available that convert models made in Wings 3D (.obj) and Meshwork (.mesh) into this. A .dat file can be opened in a plain text editor to view the object's assigned texture names and see that they correspond with the actual file names in the Textures folder. The .dat file must be named exactly as it is referenced in the shipdata ''model'' entry | + | Oolite models need to be in the '''.dat''' format. There are utilities available that convert models made in Wings 3D (.obj) and Meshwork (.mesh) into this. A .dat file can be opened in a plain text editor to view the object's assigned texture names and see that they correspond with the actual file names in the Textures folder. The .dat file must be named exactly as it is referenced in the shipdata ''model'' entry - case sensitive!!! |
* [[OXP howto model|Making Oolite models]] | * [[OXP howto model|Making Oolite models]] | ||
Line 41: | Line 53: | ||
=== Textures=== | === Textures=== | ||
− | Oolite's textures are in the '''.png''' format, usually at a standard | + | Oolite's textures are in the '''.png''' format, usually at a standard 512x512 size, and must be named exactly as they are named in the .dat file. |
* [[OXP howto texture|Making Oolite textures]] | * [[OXP howto texture|Making Oolite textures]] | ||
Line 53: | Line 65: | ||
Every oxp should contain a [[Property lists]] with the name ''requires.plist'' that is placed at the main level of the oxp folder. It contains just a dictionary with two entries: ''version'' and ''max_version''. ''version'' is the lowest Oolite version the code can run on. This ensures that older Oolite versions don't behave bad or crash because they load an oxp that does contain unknown stuff. The max_version is only needed when you want an oxp to not run with newer Oolite versions. Very useful for adding in test versions of an oxp to ensure this test version is not used forever. | Every oxp should contain a [[Property lists]] with the name ''requires.plist'' that is placed at the main level of the oxp folder. It contains just a dictionary with two entries: ''version'' and ''max_version''. ''version'' is the lowest Oolite version the code can run on. This ensures that older Oolite versions don't behave bad or crash because they load an oxp that does contain unknown stuff. The max_version is only needed when you want an oxp to not run with newer Oolite versions. Very useful for adding in test versions of an oxp to ensure this test version is not used forever. | ||
+ | |||
+ | The structure for OXPs: | ||
+ | AddOns (folder) | ||
+ | -.oxp (folder) - Holds requires.plist and the other folders | ||
+ | --> AIs (folder) - Holds AI.plists | ||
+ | --> Config (folder) - Holds all other plists | ||
+ | --> Images (folder) - Holds background images | ||
+ | --> Models (folder) - Holds the .dat files | ||
+ | --> Music (folder) - Surprise - holds music files | ||
+ | --> Scripts (folder) - Holds JS-scripts (worldScripts and shipScripts) | ||
+ | --> Shaders (folder) - Holds Vertex and Fragment shaders | ||
+ | --> Sounds (folder) - Holds sound files | ||
+ | --> Textures (folder) - Holds models textures | ||
=== A preview of things to come === | === A preview of things to come === |
Revision as of 18:36, 5 May 2010
Contents
Overview
An Oolite Expansion Pack can cause many big changes or additions to Oolite's gameplay, or it may represent just a small, subtle alteration. By appearances, there is no way to tell what is inside, as it's merely a folder with the added extention .oxp.
Inside, it will at least contain a folder (Config, AIs, Models, Textures, etc...) that holds scripts, plists or other things like textures or models. It is down to the goal of the OXP, which ways to combine elements to the OXP's contents. To get a feeling for it, simply take a look in other oxps.
AIs
The folder named AIs contains any AI.plist additions the OXP might use.
Config
All plist files except for those introducing new AI, belong in Config.
In its simplest form, an OXP could contain only a Config with an altering script.plist or planetinfo.plist. An OXP that adds a new ship needs a shipdata.plist entry, and unless it is based entirely on existing Oolite data, would include a model and texture.
This folder contains Property lists such as:
- characters.plist that adds non-player characters to Oolite.
- commodities.plist that contains information for each commodity in a market.
- crosshairs.plist that contains the look for your weapons (v1.73).
- customsounds.plist that contains references to ingame used sounds.
- demoships.plist that selects demoships to show on startup.
- descriptions.plist that adds vocabulary to Oolite texts.
- equipment.plist lists upgrades available from the Shipyard.
- hud.plist and hud-small.plist that allows for changes or a radically new Head-Up Display.
- illegal_goods.plist that contains a list of banned/forbidden items. GalCop has an eye on that.
- missiontext.plist contains texts for the mission screens.
- pirate-victim-roles.plist that defines which roles should act as traders.
- planetinfo.plist that plots system specific changes from the default. May also contain script actions.
- screenbackgrounds.plist that contains references to background images (v1.74).
- script.plist to handle conditional script actions. script.js will be loaded in preference to script.plist if both exist.
- shipdata.plist that introduces any new entity (ships, stations, objects etc.) to Oolite.
- shipdata-overrides.plist that selectively can replace shipentries in other shipdata.plists
- shipyard.plist that introduces new ships available for player purchase.
- shipyard-overrides.plist that selectively can replace shipentries in other shipyard.plists
- speech_pronunciation_guide.plist is another of the other custom methods.
- world-scripts.plist that contains a list of JS-scripts (if more than one worldScript should be used).
Deprecated:
- script.oos was briefly introduced during 1.70 development but is now depracated in favour of JS.)
Models
Oolite models need to be in the .dat format. There are utilities available that convert models made in Wings 3D (.obj) and Meshwork (.mesh) into this. A .dat file can be opened in a plain text editor to view the object's assigned texture names and see that they correspond with the actual file names in the Textures folder. The .dat file must be named exactly as it is referenced in the shipdata model entry - case sensitive!!!
Textures
Oolite's textures are in the .png format, usually at a standard 512x512 size, and must be named exactly as they are named in the .dat file.
Viewing a specific texture and / or model in Oolite. "I made one. How do I proof it?"
Requires
Every oxp should contain a Property lists with the name requires.plist that is placed at the main level of the oxp folder. It contains just a dictionary with two entries: version and max_version. version is the lowest Oolite version the code can run on. This ensures that older Oolite versions don't behave bad or crash because they load an oxp that does contain unknown stuff. The max_version is only needed when you want an oxp to not run with newer Oolite versions. Very useful for adding in test versions of an oxp to ensure this test version is not used forever.
The structure for OXPs:
AddOns (folder) -.oxp (folder) - Holds requires.plist and the other folders --> AIs (folder) - Holds AI.plists --> Config (folder) - Holds all other plists --> Images (folder) - Holds background images --> Models (folder) - Holds the .dat files --> Music (folder) - Surprise - holds music files --> Scripts (folder) - Holds JS-scripts (worldScripts and shipScripts) --> Shaders (folder) - Holds Vertex and Fragment shaders --> Sounds (folder) - Holds sound files --> Textures (folder) - Holds models textures
A preview of things to come
The scripting environment is being reworked to use JavaScript as the core scripting language. See Scripting Oolite with JavaScript for more information.