Difference between revisions of "Content Packs"

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A '''content pack''' is a collection of graphics, music, sounds, maps and scripts to change the in-game textures, music and story. They are folders located in the <code>..\Pokemon\ContentPacks\</code> folder. They can contain various files, they have to be in the <code>.xnb</code> format to work. For maps and scripts, the file format is <code>.dat</code>. The game takes all content that is in the ContentPacks and replaces the original content with the found content. All content that isn't affected by the content packs is loaded normally.
__TOC__
Files loaded from a content pack don't actually replace the files in the <code>Content</code> folder, but rather gets loaded instead the files from this folder.
== 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


<gallery>
You can have multiple Content Packs activated which will replace the content that they find in descending order.<br />
File:content_packs_SemiHD.png|[[Pokémon3D]] with the "SemiHD" content pack.
Content Packs are essentially a way to customize the game experience without altering any game features.<br />
File:content_packs_normal.png|Pokémon3D without any content packs.
All changes done by Content Packs are aesthetic.
</gallery>


== Installation ==
== Preparation, directories and in-game activation ==
=== Requirements ===
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 />
To install a content pack, the ContentPacks folder has to exist in your Pokemon folder. Also, the Save folder has to exists with an options.dat in it. This can be achieved by starting the game once and press F3 at least once and close the game again.
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]]


=== Install a content pack ===
=== Adding Content Packs ===
After finding and downloading a content pack, copy the folder into the ContentPacks folder. After that's done, open the options.dat in the Save folder.
*Step 1: Put the desired Content Pack inside the "ContentPacks" folder (if it's in a .zip file, extract it)
There is a line called "ContentPacks|". Add the name of the folder of the content pack after the "|". If you want to load multiple content packs, you have to add more separated by a comma (","), e.g. "ContentPacks|UIPack,TexturePack,MusicPack". The order the content packs are sorted is actually important because if multiple content packs contain the same texture, the texture from the content pack that is listed '''first''' is loaded. The other textures are ignored.
*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.


=== File placements ===
== Basic Structure ==
The files in the content packs are placed in relation to their actual position in the "Content" folder. If the texture "\Pokemon\Content\Textures\Texture1.xnb" should be replaced, one has to create the texture "\Pokemon\ContentPacks\yourcontentpackname\Textures\Texture1.xnb".
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 />


==== Texture files ====
== Control Files ==
Texture files are simple .xnb files containing a new texture to be displayed in-game. This can be a GUI texture, a in-game object texture like the door of a house or an NPC sprite. Even Pokémon animation textures can be replaced using the content packs.
Content Packs can contain 2 special text files, The required info.dat and the optional exceptions.dat.
For HD texture packs, the game cannot automatically find larger textures. So one has to create a file called "exceptions.dat" that is located in the root folder of the content pack. This file contains single texture replacements, not the whole texture files. An example line: ''Textures\BarkTown|0,0,16,16|Textures\Cherrygrove|0,0,16,16''<br />
This line replaces the texture at 0,0 in the texturepack “Textures\BarkTown” with the same texture coordinates from the cherrygrove texturepack.
<gallery>
File:textureexception.png|The difference between the texture packs.
</gallery>


==== Sound and Music files ====
=== The "info.dat" file ===
Similar to the texture files, the sound and music files are .xnb files. They only need their respective .wma file which contains the actual music or sound file. So for music and sounds, there needs to be two files for each track, the .xnb file and the .wma file. These have to be in the same location.
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>


==== Map files ====
None of these have to contain the intended information.
The map files are maps that can replace or add maps to the story of the game. They are located in a folder called <code>\Pokemon\ContentPacks\yourcontentpackname\maps\</code>. To link to maps in the content packs, one doesn't have to add a path to the warps in the map files, the game finds them automatically when the content pack is registered in the <code>options.dat</code>.


==== Script files ====
=== The "exceptions.dat" file ===
The script files are similar to the map files, they are only placed in another location called <code>\Pokemon\ContentPacks\yourcontentpackname\Scripts\</code>. Else, they work the same way as map files, one can add scripts to maps as if they were in the Scripts folder in the Pokemon folder if the content pack is saved in the <code>options.dat</code>.
The exceptions.dat file lists specific special changes to the existing textures. They come in 3 types:


== List of Content Packs ==
==== 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>


{{png|MCT}}]] = Music / Sounds
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>


{{png|TCP}}]] = Textures
==== Replacing a specific part of a texture ====
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>


{{png|OCP}}]] = Other content
When this texture pack is active all texture calls for the specified "old" texture will be replaced by the "new" one.


{| class="wikitable"
As an example:
|-align="center"
<pre> Textures\Routes|0,32,16,16|Textures\House|16,48,16,8 </pre>
!width="400"|A
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 />
| {{png|MCT}}]] [http://pokemon3d.net/threads/659/ Anime music collection for Pokemon3D]
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.
|}


{| class="wikitable"
==== Changing the speed at which water animates ====
|-align="center"
<pre> WaterSpeed|8 </pre>
!width="400"|B
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>
| {{png|TCP}}]] [http://pokemon3d.net/threads/898/ B2/W2 OverWorld Texture Pack 1]
|}
 
{| class="wikitable"
|-align="center"
!width="400"|D
|-
| {{png|MCT}}]] [http://pokemon3d.net/threads/708/ Daziman's Epic HD Music Pack]
|}
 
{| class="wikitable"
|-align="center"
!width="400"|F
|-
| {{png|MCT}}]] [http://pokemon3d.net/threads/993/ Final Fantasy Music Pack]
|-
| {{png|TCP}}]] [http://pokemon3d.net/threads/1193/ First Content Pack for 0.23]
|}
 
{| class="wikitable"
|-align="center"
!width="400"|G
|-
| {{png|TCP}}]] [http://pokemon3d.net/threads/461/ "Gold" styled UI Texture pack]
|}
 
{| class="wikitable"
|-align="center"
!width="400"|H
|-
| {{png|MCT}}]] [http://pokemon3d.net/threads/330/ HGSS Music Pack]
|}
 
{| class="wikitable"
|-align="center"
!width="400"|P
|-
| {{png|TCP}}]] [http://pokemon3d.net/threads/1179/ Perspective Fix]
|-
| {{png|MCT}}]] [http://pokemon3d.net/threads/308/ Pokémon 3D GB Sounds Music Pack]
|}
 
{| class="wikitable"
|-align="center"
!width="400"|S
|-
| {{png|TCP}}]]{{png|MCT}}]] [http://pokemon3d.net/threads/1246/ SemiHD Texture pack]
|}
 
== Trivia ==
* The loaded content packs are listed in the debug screen (F3).
 
== Version history ==
{|class="wikitable"
|-
! Version
! Changes
|-
| 0.23
| First implementation
|-
| 0.24
|
* Multiple content pack support
* fixed some GUIs aren't loaded properly with content packs.
* Maps and scripts can be loaded through content packs
|}


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

Latest revision as of 19:50, 25 July 2022

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 

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