Unverified Commit fc82e680 authored by Bret Curtis's avatar Bret Curtis Committed by GitHub

Merge pull request #1989 from alecnunn/documentation-cleanup

Formatted documentation and corrected spelling errors.
parents e7892361 8337423e
Pipeline #34590818 passed with stage
......@@ -4,15 +4,19 @@ Modding OpenMW vs Morrowind
A brief overview of the differences between the two engines.
============================================================
OpenMW is designed to be able to use all the normal Morrowind mod files such as ESM/ESP plugins, texture replacers, mesh replacers, etc.
OpenMW is designed to be able to use all the normal Morrowind mod files such as ESM/ESP plugins, texture replacers,
mesh replacers, etc.
.. warning::
All external programs and libraries that depend on ``morrowind.exe`` cannot function with OpenMW. This means you should assume mods dependent on Morrowind Graphics Extender, Morrowind Code Patch, Morrowind Script Extender, etc, will *not* work correctly, nor will the tools themselves.
All external programs and libraries that depend on ``morrowind.exe`` cannot function with OpenMW.
This means you should assume mods dependent on Morrowind Graphics Extender, Morrowind Code Patch,
Morrowind Script Extender, etc, will *not* work correctly, nor will the tools themselves.
Multiple Data Folders
---------------------
The largest difference between OpenMW and Morrowind in terms of data structure is OpenMW's support of multiple data folders. This has many advantages, especially when it comes to uninstalling mods and preventing unintentional overwrites of files.
The largest difference between OpenMW and Morrowind in terms of data structure is OpenMW's support of multiple data folders.
This has many advantages, especially when it comes to uninstalling mods and preventing unintentional overwrites of files.
.. warning::
Most mods can still be installed into the root OpenMW data folder, but this is not recommended.
......@@ -34,25 +38,33 @@ To uninstall these mods simply delete that mod's respective ``data=`` entry.
The mods are loaded in the order of these entries, with the top being overwritten by mods added towards the bottom.
.. note::
Mods that depend on ESM/ESP plugins can be rearranged within the OpenMW Launcher, but mesh/texture replacer mods can only be reordered by moving their ``data=`` entry.
Mods that depend on ESM/ESP plugins can be rearranged within the OpenMW Launcher,
but mesh/texture replacer mods can only be reordered by moving their ``data=`` entry.
OpenMW Launcher
---------------
The launcher included with OpenMW is similar to the original Morrowind Launcher. Go to the Data Files tab to enable and disable plugins. You can also drag list items to modify the load order. Content lists can be created at the bottom by clicking the New Content List button, creating a list name, then setting up a new modlist. This is helpful for different player profiles and testing out different load orders.
The launcher included with OpenMW is similar to the original Morrowind Launcher.
Go to the Data Files tab to enable and disable plugins. You can also drag list items to modify the load order.
Content lists can be created at the bottom by clicking the New Content List button, creating a list name,
then setting up a new modlist. This is helpful for different player profiles and testing out different load orders.
.. TODO use a substitution image for the New Content List button.
Settings.cfg
------------
The ``settings.cfg`` file is essentially the same as the INI files for Morrowind. It is located in the same directory as ``openmw.cfg``. This is where many video, audio, GUI, input, etc. settings can be modified. Some are available in-game, but many are only available in this configuration file. Please see https://wiki.openmw.org/index.php?title=Settings for the complete listing.
The ``settings.cfg`` file is essentially the same as the INI files for Morrowind.
It is located in the same directory as ``openmw.cfg``. This is where many video, audio, GUI, input, etc.
settings can be modified. Some are available in-game, but many are only available in this configuration file.
Please see https://wiki.openmw.org/index.php?title=Settings for the complete listing.
.. TODO Create a proper ReST document tree for all the settings rather than Wiki.
Open Source Resources Support
-----------------------------
While OpenMW supports all of the original files that Morrowind supported, we've expanded support to many open source file formats. These are summarized below:
While OpenMW supports all of the original files that Morrowind supported,
we've expanded support to many open source file formats. These are summarized below:
<this will be a table of the type of file, the morrowind supported file, and the OpenMW supported file formats>
......@@ -4,14 +4,20 @@ Fonts
Morrowind .fnt fonts
--------------------
Morrowind uses a custom ``.fnt`` file format. It is not compatible with the Windows Font File ``.fnt`` format, nor compatible with ``.fnt`` formats from any other Bethesda games. To our knowledge, the format is undocumented and no tools for viewing or editing these fonts exist.
Morrowind uses a custom ``.fnt`` file format. It is not compatible with the Windows Font File ``.fnt`` format,
nor compatible with ``.fnt`` formats from any other Bethesda games. To our knowledge,
the format is undocumented and no tools for viewing or editing these fonts exist.
OpenMW can load this format and convert it on the fly into something usable (see font loader `source code <https://github.com/OpenMW/openmw/blob/master/components/fontloader/fontloader.cpp#L210>`_). In OpenMW 0.32, an --export-fonts command line option was added to write the converted font (a PNG image and an XML file describing the position of each glyph in the image) to the current directory.
OpenMW can load this format and convert it on the fly into something usable
(see font loader `source code <https://github.com/OpenMW/openmw/blob/master/components/fontloader/fontloader.cpp#L210>`_).
In OpenMW 0.32, an --export-fonts command line option was added to write the converted font
(a PNG image and an XML file describing the position of each glyph in the image) to the current directory.
TrueType fonts
--------------
Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. This is the recommended way to create new fonts.
Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts.
This is the recommended way to create new fonts.
- To replace the primary "Magic Cards" font:
......@@ -74,4 +80,7 @@ Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. Th
Bitmap fonts
------------
Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font.
Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support.
MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above),
which converts Morrowind ``.fnt`` to a MyGUI bitmap font.
This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font.
Foreword
########
OpenMW is a complete game engine built to be content agnostic. The majority of this guide is applicable to any non-Morrowind project using its engine. That being said, it was designed with the extensive modding community of Morrowind in mind. Therefore, if you are already familiar with modding in Morrowind, you will likely be able to start modding in OpenMW with little to no instruction. We do recommend you at least refer to :doc:`differences` to find out about what's different between OpenMW and the original Morrowind engine. For everyone else, or just a good refresher, read on!
\ No newline at end of file
OpenMW is a complete game engine built to be content agnostic.
The majority of this guide is applicable to any non-Morrowind project using its engine.
That being said, it was designed with the extensive modding community of Morrowind in mind.
Therefore, if you are already familiar with modding in Morrowind,
you will likely be able to start modding in OpenMW with little to no instruction.
We do recommend you at least refer to :doc:`differences` to find out about what's different between OpenMW and the
original Morrowind engine. For everyone else, or just a good refresher, read on!
\ No newline at end of file
......@@ -21,16 +21,20 @@ Install
#. If your mod contains resources in a ``.bsa`` file, go to near the top of the file, locate the entries like ''fallback-archive=Morrowind.bsa'' and create a new line underneath and type: ``fallback-archive=<name of your bsa>.bsa''``.
.. note::
Some text editors, such as TextEdit on Mac, will autocorrect your double quotes to typographical "curly" quotes instead of leaving them as the proper neutral vertical quotes ``""``.
Some text editors, such as TextEdit on Mac, will auto-correct your double quotes to typographical "curly"
quotes instead of leaving them as the proper neutral vertical quotes ``""``.
#. Save your ``openmw.cfg`` file.
You have now installed your mod. Any simple replacer mods that only contain resource files such as meshes or textures will now automatically be loaded in the order of their ``data=*`` entry. This is important to note because replacer mods that replace the same resource will overwrite previous ones as you go down the list.
You have now installed your mod. Any simple replacer mods that only contain resource files such as meshes or
textures will now automatically be loaded in the order of their ``data=*`` entry.
This is important to note because replacer mods that replace the same resource will overwrite previous ones as you go down the list.
Enable
------
Any mods that have plugin files must be enabled to work. Master game files and plugin files can only be enabled if they have been properly installed within a *data folder* as described above.
Any mods that have plugin files must be enabled to work.
Master game files and plugin files can only be enabled if they have been properly installed within a *data folder* as described above.
#. Open the OpenMW Launcher.
#. Click on the Data Files tab.
......
......@@ -8,7 +8,8 @@ crosshair
:Range: True/False
:Default: True
This setting determines whether the crosshair or reticle is displayed. Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
This setting determines whether the crosshair or reticle is displayed.
Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
Some players perceive that disabling the crosshair provides a more immersive experience.
Another common use is to disable the crosshair for screen shots.
......
......@@ -11,7 +11,10 @@ exterior cell load distance
This setting determines the number of exterior cells adjacent to the character that will be loaded for rendering.
.. Warning::
Values greater than 1 will significantly affect the frame rate and loading times. This setting is mainly intended for making screenshots of scenic vistas and not for real-time gameplay. Loading more cells can break certain scripts or quests in the game that expect cells to not be loaded until the player is there. These limitations will be addressed in a future version with a separate technique for rendering distant cells.
Values greater than 1 will significantly affect the frame rate and loading times.
This setting is mainly intended for making screenshots of scenic vistas and not for real-time gameplay.
Loading more cells can break certain scripts or quests in the game that expect cells to not be loaded until the player is there.
These limitations will be addressed in a future version with a separate technique for rendering distant cells.
This setting interacts with viewing distance and field of view settings.
......@@ -163,11 +166,13 @@ prediction time
:Range: >=0
:Default: 1
The amount of time (in seconds) in the future to predict the player position for. This predicted position is used to preload any cells and/or distant terrain required at that position.
The amount of time (in seconds) in the future to predict the player position for.
This predicted position is used to preload any cells and/or distant terrain required at that position.
This setting will only have an effect if 'preload enabled' is set or the 'distant terrain' in the Terrain section is set.
Increasing this setting from its default may help if your computer/hard disk is too slow to preload in time and you see loading screens and/or lag spikes.
Increasing this setting from its default may help if your computer/hard disk is too slow to preload in time and you see
loading screens and/or lag spikes.
cache expiry delay
------------------
......@@ -185,7 +190,10 @@ target framerate
:Range: >0
:Default: 60
Affects the time to be set aside each frame for graphics preloading operations. The game will distribute the preloading over several frames so as to not go under the specified framerate. For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around, you can try a lower value, although the framerate during loading will suffer a bit in that case.
Affects the time to be set aside each frame for graphics preloading operations.
The game will distribute the preloading over several frames so as to not go under the specified framerate.
For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around,
you can try a lower value, although the framerate during loading will suffer a bit in that case.
pointers cache size
-------------------
......@@ -194,4 +202,6 @@ pointers cache size
:Range: >0
:Default: 40
The count of object pointers that will be saved for a faster search by object ID. This is a temporary setting that can be used to mitigate scripting performance issues with certain game files. If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.
The count of object pointers that will be saved for a faster search by object ID.
This is a temporary setting that can be used to mitigate scripting performance issues with certain game files.
If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.
......@@ -9,11 +9,11 @@ show owned
:Default: 0
Enable visual clues for items owned by NPCs when the crosshair is on the object.
If the setting is 0, no clues are provided which is the default Morrowind behavior.
If the setting is 0, no clues are provided which is the default Morrowind behaviour.
If the setting is 1, the background of the tool tip for the object is highlighted
in the color specified by the color background owned setting in the GUI Settings Section.
If the setting is 2, the crosshair is the color of the color crosshair owned setting in the GUI Settings section.
If the setting is 3, both the tool tip background and the crosshair are colored.
in the colour specified by the colour background owned setting in the GUI Settings Section.
If the setting is 2, the crosshair is the colour of the colour crosshair owned setting in the GUI Settings section.
If the setting is 3, both the tool tip background and the crosshair are coloured.
The crosshair is not visible if crosshair is false.
This setting can be configured in Advanced tab of the launcher.
......@@ -71,12 +71,14 @@ can loot during death animation
:Range: True/False
:Default: True
If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat.
However disposing corpses during death animation is not recommended - death counter may not be incremented, and this behaviour can break quests.
If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation,
if they are not in combat. However disposing corpses during death animation is not recommended -
death counter may not be incremented, and this behaviour can break quests.
This is how Morrowind behaves.
If this setting is false, player has to wait until end of death animation in all cases.
This case is more safe, but makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder.
This case is more safe, but makes using of summoned creatures exploit
(looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder.
Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.
This setting can be toggled in Advanced tab of the launcher.
......@@ -179,10 +181,11 @@ use additional anim sources
:Range: True/False
:Default: False
Allow to load additional animation sources when enabled.
For example, if the main animation mesh has name Meshes/x.nif, an engine will load all KF-files from Animations/x folder and its child folders.
Can be useful if you want to use several animation replacers without merging them.
Attention: animations from AnimKit have own format and are not supposed to be directly loaded in-game!
Allow the engine to load additional animation sources when enabled.
For example, if the main animation mesh has name Meshes/x.nif,
the engine will load all KF-files from Animations/x folder and its child folders.
This can be useful if you want to use several animation replacers without merging them.
Attention: animations from AnimKit have their own format and are not supposed to be directly loaded in-game!
This setting can only be configured by editing the settings configuration file.
barter disposition change is permanent
......@@ -192,7 +195,8 @@ barter disposition change is permanent
:Range: True/False
:Default: False
If this setting is true, disposition change of merchants caused by trading will be permanent and won't be discarded upon exiting dialogue with them.
This imitates the option Morrowind Code Patch offers.
If this setting is true,
disposition change of merchants caused by trading will be permanent and won't be discarded upon exiting dialogue with them.
This imitates the option that Morrowind Code Patch offers.
This setting can be toggled in Advanced tab of the launcher.
......@@ -8,7 +8,8 @@ global
:Range: True/False
:Default: False
If this value is true, the map window will display the world map, otherwise the local map. The setting updates automatically when pressing the local/world map switch button on the map window.
If this value is true, the map window will display the world map, otherwise the local map.
The setting updates automatically when pressing the local/world map switch button on the map window.
global map cell size
--------------------
......@@ -110,4 +111,6 @@ local map cell distance
:Range: >= 1
:Default: 1
Similar to "exterior cell load distance" in the Cells section, controls how many cells are rendered on the local map. Values higher than the default may result in longer loading times. Please note that only loaded cells can be rendered, so this setting must be lower or equal to "exterior cell load distance" to work properly.
Similar to "exterior cell load distance" in the Cells section, controls how many cells are rendered on the local map.
Values higher than the default may result in longer loading times. Please note that only loaded cells can be rendered,
so this setting must be lower or equal to "exterior cell load distance" to work properly.
......@@ -29,7 +29,8 @@ timeplayed
:Default: False
This setting determines whether the amount of the time the player has spent playing will be displayed
for each saved game in the Load menu. Currently, the counter includes time spent in menus, including the pause menu, but does not include time spent with the game window minimized.
for each saved game in the Load menu. Currently, the counter includes time spent in menus, including the pause menu,
but does not include time spent with the game window minimized.
This setting can only be configured by editing the settings configuration file.
......@@ -40,6 +41,8 @@ max quicksaves
:Range: >0
:Default: 1
This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.
This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1,
quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached,
the oldest quicksave will be recycled the next time you perform a quicksave.
This setting can only be configured by editing the settings configuration file.
......@@ -39,7 +39,8 @@ Only affects objects that render with shaders (see 'force shaders' option).
Always affects terrain.
Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
but the lighting may appear dull and there might be color shifts. Setting this option to 'false' results in more dynamic lighting.
but the lighting may appear dull and there might be colour shifts.
Setting this option to 'false' results in more dynamic lighting.
auto use object normal maps
---------------------------
......@@ -83,7 +84,7 @@ auto use terrain specular maps
:Default: False
If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
The texture must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
normal map pattern
------------------
......
......@@ -67,7 +67,7 @@ voice volume
:Range: 0.0 (silent) to 1.0 (maximum volume)
:Default: 0.8
This setting controls the volume for spoken dialog from NPCs.
This setting controls the volume for spoken dialogue from NPCs.
This setting can be changed in game using the Voice slider from the Audio panel of the Options menu.
......@@ -122,7 +122,7 @@ hrtf
This setting specifies which HRTF profile to use when HRTF is enabled. Blank means use the default.
This setting has no effect if HRTF is not enabled based on the hrtf enable setting.
Allowed values for this field are enumerated in openmw.log file is an HRTF enabled ausio system is installed.
Allowed values for this field are enumerated in openmw.log file is an HRTF enabled audio system is installed.
The default value is empty, which uses the default profile.
This setting can only be configured by editing the settings configuration file.
......@@ -12,7 +12,8 @@ Controls whether the engine will use paging and LOD algorithms to load the terra
Otherwise, only the terrain of the surrounding cells is loaded.
.. note::
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so that you can actually see the additional terrain.
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
that you can actually see the additional terrain.
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
regardless of the preloading settings in the 'Cells' section,
......
......@@ -170,7 +170,8 @@ contrast
This setting controls the contrast correction for all video in the game.
This setting can only be configured by editing the settings configuration file. It has been reported to not work on some Linux systems.
This setting can only be configured by editing the settings configuration file.
It has been reported to not work on some Linux systems.
gamma
-----
......@@ -183,4 +184,5 @@ This setting controls the gamma correction for all video in the game.
Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
This setting can be changed in the Detail tab of the Video panel of the Options menu.
It has been reported to not work on some Linux systems, and therefore the in-game setting in the Options menu has been disabled on Linux systems.
It has been reported to not work on some Linux systems,
and therefore the in-game setting in the Options menu has been disabled on Linux systems.
......@@ -25,7 +25,8 @@ Hand editing the configuration file might result in some fine tuning for alignme
but the settings will be overwritten if a window is moved.
.. note::
To scale the windows, making the widgets proportionally larger, see the scaling factor setting in the GUI section instead.
To scale the windows, making the widgets proportionally larger,
see the scaling factor setting in the GUI section instead.
:Type: boolean
:Range: True/False
......@@ -210,7 +211,7 @@ dialogue
w = 0.45
The dialog window, for talking with NPCs.
The dialogue window, for talking with NPCs.
Activated by clicking on a NPC.
alchemy
......
......@@ -19,10 +19,16 @@ OpenMW automatically uses shaders for objects with these mapping techniques.
Normal Mapping
##############
To plug in a normal map, you name the normal map as the diffuse texture but with a specified suffix after. OpenMW will then recognise the file and load it as a normal map, provided you have set up your settings file correctly. See the section `Automatic use`_ further down below for detailed information.
To plug in a normal map, you name the normal map as the diffuse texture but with a specified suffix after.
OpenMW will then recognise the file and load it as a normal map, provided you have set up your settings file correctly.
See the section `Automatic use`_ further down below for detailed information.
.. note::
While the original Morrowind engine does support the loading of a BumpTexture slot in the NIF, it will not display it as a normal map. Morrowind Code Patch (MCP) added a way to hack normal maps into the engine by first enabling the engine to load the BumpTexture slot as an environment map and then turn down the brightness of the environment map. This will imitate how a real normal map shader would display a normal map, but it will not look exactly the same.
While the original Morrowind engine does support the loading of a BumpTexture slot in the NIF,
it will not display it as a normal map. Morrowind Code Patch (MCP)
added a way to hack normal maps into the engine by first enabling the engine to load the BumpTexture slot as an
environment map and then turn down the brightness of the environment map.
This will imitate how a real normal map shader would display a normal map, but it will not look exactly the same.
OpenMW uses standard normal mapping, which achieves much better results.
Unfortunately, this difference can result in incompatibilities.
Some mods
......
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