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\section{OpenCS starting dialog}
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\subsection{Introduction}
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The great day has come. Today, you shall open \OCS{} application. And when you do this, you shall see our starting dialog window that holds three buttons
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that can bring both pain and happiness. So just do this, please.
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\subsection{Basics}
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Back to the manual? Great! As you can see, the starting window holds just three buttons. Since you are already familiar with our files system, they come
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to you with no surprise.\\
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First, there is a \textbf{Create A New Game} button. Clearly, you should press it when you want to create a game file. Than, what \textbf{Create A New Addon} button do?
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Yes! You are right! This button will create any addon content file (and new project file associated with it)! Wonderful! And what the last remaining button do? \textbf{Edit A Content File}? Well, it comes with no surprise that this should be used when you need to alter existing content file, either a game or addon.\\
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\paragraph{Selecting Files}
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As We wrote earlier,
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\subsection{Advanced}
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If you are paying attention, you noticed any extra icon with wrench. This one will open small settings window. Options here are few, and easy to list.
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\begin{description}
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\item {Window Size} is needed to configure initial window size of the starting window.
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\item {Display format} can be used to configure behavior of the \OCS{} itself, however only in the limited degree. You can decide if you want \OCS{} to display icon, text or both in some columns of tables.
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\end{description}
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%TODO configuration
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And that would be it. There is no point spending more time here. We should go forward now.
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@ -24,7 +24,7 @@ is not clear, and often confusing. You would expect the ESM (master) file is use
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and indeed: this is the basic idea. However, original expansions also were made as ESM files, even though they essentially could be
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described as a really large plugins, and therefore rather use ESP files. There were technical reasons behind this decision -- somewhat valid
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in the case of original engine, but clearly it's better to create a system that can be used is more sensible way. \OMW{} achieves
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his with our own content file types.
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this with our own content file types.
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We support both ESM and ESP files, but in order to make use of new features of OpenMW one should consider using new file types designed
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with our engine in mind: game files and addon files together called ``content files``.
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@ -40,7 +40,7 @@ Other simple thing about content files are extensions. We are using .omwaddon fo
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%TODO describe what content files contains. and what not.
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\subparagraph{\MW{} content files}
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Using our content files is recommended solution for projects that are intended to used with \OMW{} engine. However some players
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wish to use original Morrowind engine, even with it large flaws and lacking features\footnote{If this is actually wrong, we are very
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wish to use original \MW{} engine, even with it large flaws and lacking features\footnote{If this is actually wrong, we are very
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successful project. Yay!}. Also, since 2002 thousands of ESP/ESM files were created, some with really outstanding content.
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Because of this \OCS{} simply has no other choice but support ESP/ESM files. However, if you decided to choose ESP/ESM file instead
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using our own content file types you are most likely aim at the original engine compatibility. This subject is covered in the very
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@ -60,7 +60,7 @@ this section of the manual does not cover creating the content files -- it is on
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keep in mind that dependencies exist, and is up to you what to decide if your content file should depend on other content file.
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Game files are not intend to have any dependencies for a very simple reasons: player is using only one game file (excluding original
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and dirty ESP/ESM system) at the time and therefore no game file can depend on other game file, and since game file makes the base
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and dirty {ESP/ESM} system) at the time and therefore no game file can depend on other game file, and since game file makes the base
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for addon files -- it can not depend on addon files.
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%\subparagraph{Loading order} %TODO
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@ -93,7 +93,7 @@ OpenMW is using {FFmpeg} for audio playback, and so we support every audio type
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Below is only small portion of supported file types.
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\begin{description}
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\item mp3 (MPEG-1 Part 3 Layer 3) popular audio file format and \textit{de facto} standard for storing audio. Used by the Morrowind game.
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\item mp3 ({MPEG}-1 {Part 3 Layer 3}) popular audio file format and \textit{de facto} standard for storing audio. Used by the \MW{} game.
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\item ogg open source, multimedia container file using high quality vorbis audio codec. Recommended.
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\end{description}
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@ -103,17 +103,18 @@ only the most significant.
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\begin{description}
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\item bik videos used by original \MW{} game.
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\item mp4 multimedia container which use more advanced codecs (MPEG-4 Parts 2,3,10) with a better audio and video compression rate,
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but also requiring more {CPU} intensive decoding -- this makes it probably less suited for video games.
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\item mp4 multimedia container which use more advanced codecs ({MPEG-4 Parts 2,3,10}) with a better audio and video compression rate,
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but also requiring more {CPU} intensive decoding -- this makes it probably less suited for storing sounds in computer games, but good for videos.
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\item webm is a new, shiny and open source video format with excellent compression. It needs quite a lot of processing power to be decoded,
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but since game logic is not running during cut scenes we can recommended it for use with \OMW.
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\item ogv alternative, open source container using theora codec for video and vorbis for audio.
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\end{description}
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\subparagraph{Textures and images}
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Original \MW{} game uses DDS and TGA files for all kind of two dimensional images and textures alike. In addition, engine supported BMP
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files for some reason (BMP is a terrible format for a video game). We also support extended set of image files -- including JPEG and PNG.
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Original \MW{} game uses {DDS} and {TGA} files for all kind of two dimensional images and textures alike. In addition, engine supported BMP
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files for some reason ({BMP} is a terrible format for a video game). We also support extended set of image files -- including {JPEG} and {PNG}.
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JPEG and PNG files can be useful in some cases, for instance JPEG file is a valid option for skybox texture and PNG can useful for masks.
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However please, keep in mind that JPEG can grow into large sizes quickly and are not the best option with DirectX rendering backend.
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However please, keep in mind that JPEG can grow into large sizes quickly and are not the best option with {DirectX} rendering backend. You probabbly still want
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to use {DDS} files for textures.
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%\subparagraph{Meshes} %TODO once we will support something more than just nifs
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