Difference between revisions of "Content Packs"

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== What is a Content Pack? ==
== What is a Content Pack? ==
A Content Pack is a bundle of files stored in a folder in the Pokemon\ContentPacks\ directory that can change:
A Content Pack is a bundle of files stored in a folder inside the "ContentPacks" directory that can change the following:
*Music
*Music
*Sounds
*Sounds
*Textures ( GUI, NPC, Entity and Tilesets )
*Textures
*Fonts
*Fonts
*Models
*Models


One can have multiple Content Packs activated and they replace the content that they find in decending order.<br />
You can have multiple Content Packs activated which will replace the content that they find in descending order.<br />
Content Packs are essentially a way to customize the game experience without altering any game features.<br />
Content Packs are essentially a way to customize the game experience without altering any game features.<br />
All changes done by Content Packs are aesthetic.
All changes done by Content Packs are aesthetic.


== Preparation, directories and in-game activation ==
In order to properly create a Content Pack, you should create a new offline save game, get a Pokémon on that and then enable the SandBoxMode for that save game.<br />
You can do that by opening the player.dat file inside the folder with your Player's name in the "Save" directory using a text editor like Notepad.<br />
All Content Packs are located in the ContentPacks directory, and each Content Pack is represented by a directory with a file named "info.dat" in it.<br />
Content Packs can be used with online save games.
[[File:Contentpackmenu0-59.png|thumb|right|Content Pack Menu in v0.59]]
=== Adding Content Packs ===
*Step 1: Put the desired Content Pack inside the "ContentPacks" folder (if it's in a .zip file, extract it)
*Step 2: In the Main Menu, go to the "Options" button on the far left, then to the button "Content Packs".
*Step 3: Select the Content Pack you want to enable in the list on the left, press the button "Enable" on the right, then press the "Apply" button.
== Basic Structure ==
A Content Pack consists of at least a folder in the ContentPacks directory and a text file called "info.dat" inside of it as well as an optional "exceptions.dat".<br />
If you want to add content files like music and textures to the ContentPack, the game searches the ContentPack folders as if they were the "Content" folder of the game.<br />
<br />
This means if you have a file located in "Content\Textures\test.png" and you want to replace that file with your own version, you put that file here: "ContentPacks\<YourContentPack>\Textures\test.png".<br />
Any exceptions will be listed in the "exceptions.dat" file. <br />
<br />
A Content Pack can replace all textures (.png/.xnb), music (.ogg, .mp3 and .wma) and sound effect files (.wav/.xnb) inside the original Content folder of the game, except the "GameJolt" logo which will always be loaded through the original Content folder.<br />
== Control Files ==
Content Packs can contain 2 special text files, The required info.dat and the optional exceptions.dat.
=== The "info.dat" file ===
The info.dat file consists of 3 lines of text:
<pre>The version of your Content Pack.
The name of your Content Pack.
Additional information about your Content Pack. (use <br /> or ~ to make a new line )</pre>
None of these have to contain the intended information.
=== The "exceptions.dat" file ===
The exceptions.dat file lists specific special changes to the existing textures. They come in 3 types:
==== Scaling an entire texture ====
This is for when you want to increase the resolution of an entire texture file. It needs the folder path relative to the Content Folder and a multiplier to scale the texture by, for example:
<pre> Folder\TextureName|2 </pre>
You can even use a decimal number between 0 and 1, e.g.:
<pre> Folder\TextureName|0.5 </pre>
When this Content Pack is active all texture calls to the given texture file will be scaled appropriately.<br />
<br />
For the above example:
<pre> Folder\TextureName|32,48,16,16 </pre>
will be converted to
<pre> Folder\TextureName|64,96,32,32 </pre>


== Preparation, directories and in-game activation ==
==== Replacing a specific part of a texture ====
In order to properly create a Content Pack, you should create a new game, get a Pokémon on that new save file and enable the SandBoxMode. You can do that by opening the player.dat file with Notepad.
This is for when you want a specific part of a texture to be replaced with another:
<pre> OldFolder\OldTextureName|x,y,width,height|NewFolder\NewTextureName|x,y,width,height </pre>


All Content Packs are located in the ContentPacks directory, and each Content Pack is represented by a directory with a "info.dat" file in it.<br />
When this texture pack is active all texture calls for the specified "old" texture will be replaced by the "new" one.
They will appear in the game when you click on the Pokéball icon on the top right corner of the main menu. (The ContentPack menu)<br />
All Content Packs can be activated there. The order in which the Content Packs are represented in this list is the same as their loading order.<br />
Content Packs can be used with Online profiles.


As an example:
<pre> Textures\Routes|0,32,16,16|Textures\House|16,48,16,8 </pre>
Every time the 16x16 area of Textures\Routes starting at 0,32 is called it will instead be replaced by the 16x8 area of Textures\House starting at 16,48<br />
This will not impact any reference that isn't EXACTLY the given old reference<br />
e.g.: Textures\Routes 0,32,16,8 will not be replaced in any way unless a different line is given to account for it specifically.


== Basic Structure ==
==== Changing the speed at which water animates ====
A Content Pack consists of at least a folder in the ContentPacks directory and the "info.dat" file.<br />
<pre> WaterSpeed|8 </pre>
If you want to add content files like music and textures to the ContentPack, the game searches the ContentPack folders as if they were the "Content" folder of the game.
The default speed at which water animates is 8. If you want the water to change textures slower, decrease the value and if you want it to go faster, increase the value.
Example: <pre> WaterSpeed|5 </pre>


This means if you have a file located in "Pokemon\Content\Textures\test.xnb", to replace that file ingame with your own version, you put that file here: "Pokemon\ContentPacks\<yourcontentpack>\Textures\test.xnb".
==== Changing the scale and rotation of the Pokémon models during battle ====
<pre> PokeModelScale|1 </pre>
Changing this value will multiply the scale of the Pokémon models with that amount.


A Content Pack can replace all texture, song and sound files (.xnb files) inside the original Content folder of the game, except the "GameJolt" logo which will always be loaded through the original Content folder.
<pre> PokeModelRotation|0,0  </pre>
Changing these values (first value = X Rotation, second value = Z Rotation) will add that amount to the Pokémon's rotation. The values are radians (not degrees).


{{Pokemon3D}}
{{Pokemon3D}}
{{FilePaths}}
{{FilePaths}}

Latest revision as of 17:25, 9 May 2026

What is a Content Pack?

A Content Pack is a bundle of files stored in a folder inside the "ContentPacks" directory that can change the following:

  • Music
  • Sounds
  • Textures
  • Fonts
  • Models

You can have multiple Content Packs activated which will replace the content that they find in descending order.
Content Packs are essentially a way to customize the game experience without altering any game features.
All changes done by Content Packs are aesthetic.

Preparation, directories and in-game activation

In order to properly create a Content Pack, you should create a new offline save game, get a Pokémon on that and then enable the SandBoxMode for that save game.
You can do that by opening the player.dat file inside the folder with your Player's name in the "Save" directory using a text editor like Notepad.
All Content Packs are located in the ContentPacks directory, and each Content Pack is represented by a directory with a file named "info.dat" in it.
Content Packs can be used with online save games.

Content Pack Menu in v0.59

Adding Content Packs

  • Step 1: Put the desired Content Pack inside the "ContentPacks" folder (if it's in a .zip file, extract it)
  • Step 2: In the Main Menu, go to the "Options" button on the far left, then to the button "Content Packs".
  • Step 3: Select the Content Pack you want to enable in the list on the left, press the button "Enable" on the right, then press the "Apply" button.

Basic Structure

A Content Pack consists of at least a folder in the ContentPacks directory and a text file called "info.dat" inside of it as well as an optional "exceptions.dat".
If you want to add content files like music and textures to the ContentPack, the game searches the ContentPack folders as if they were the "Content" folder of the game.

This means if you have a file located in "Content\Textures\test.png" and you want to replace that file with your own version, you put that file here: "ContentPacks\<YourContentPack>\Textures\test.png".
Any exceptions will be listed in the "exceptions.dat" file.

A Content Pack can replace all textures (.png/.xnb), music (.ogg, .mp3 and .wma) and sound effect files (.wav/.xnb) inside the original Content folder of the game, except the "GameJolt" logo which will always be loaded through the original Content folder.

Control Files

Content Packs can contain 2 special text files, The required info.dat and the optional exceptions.dat.

The "info.dat" file

The info.dat file consists of 3 lines of text:

The version of your Content Pack.
The name of your Content Pack.
Additional information about your Content Pack. (use <br /> or ~ to make a new line )

None of these have to contain the intended information.

The "exceptions.dat" file

The exceptions.dat file lists specific special changes to the existing textures. They come in 3 types:

Scaling an entire texture

This is for when you want to increase the resolution of an entire texture file. It needs the folder path relative to the Content Folder and a multiplier to scale the texture by, for example:

 Folder\TextureName|2 

You can even use a decimal number between 0 and 1, e.g.:

 Folder\TextureName|0.5 

When this Content Pack is active all texture calls to the given texture file will be scaled appropriately.

For the above example:

 Folder\TextureName|32,48,16,16 

will be converted to

 Folder\TextureName|64,96,32,32 

Replacing a specific part of a texture

This is for when you want a specific part of a texture to be replaced with another:

 OldFolder\OldTextureName|x,y,width,height|NewFolder\NewTextureName|x,y,width,height 

When this texture pack is active all texture calls for the specified "old" texture will be replaced by the "new" one.

As an example:

 Textures\Routes|0,32,16,16|Textures\House|16,48,16,8 

Every time the 16x16 area of Textures\Routes starting at 0,32 is called it will instead be replaced by the 16x8 area of Textures\House starting at 16,48
This will not impact any reference that isn't EXACTLY the given old reference
e.g.: Textures\Routes 0,32,16,8 will not be replaced in any way unless a different line is given to account for it specifically.

Changing the speed at which water animates

 WaterSpeed|8 

The default speed at which water animates is 8. If you want the water to change textures slower, decrease the value and if you want it to go faster, increase the value.

Example:

 WaterSpeed|5 

Changing the scale and rotation of the Pokémon models during battle

 PokeModelScale|1 

Changing this value will multiply the scale of the Pokémon models with that amount.

 PokeModelRotation|0,0  

Changing these values (first value = X Rotation, second value = Z Rotation) will add that amount to the Pokémon's rotation. The values are radians (not degrees).


Development cycle | Version history | Future versions


Help | Controls | Launcher | Menu screen | Options | FAQ


Technical | Savefile structure | Game Mods | Content Packs

Game Folder
Content ContentPacks GameModes Saves Screenshots Game Executable
Pokemon Data ContentPack Folder GameMode folder Savegame folder Version History
Data Maps Moves Scripts Control Files Content GameMode.dat Party.dat Player.dat Options.dat
poke battle structures V1 V2 trainer worldmap