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Paradox-01 (talk | contribs) m (side note: there was somehow an easier way to exchange/import geometry) |
Paradox-01 (talk | contribs) m (new import method) |
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=ONWC: Oni Weapon Class= | ==ONWC: Oni Weapon Class== | ||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
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| <Geometry> | | <Geometry> | ||
| link | | link | ||
| [[#M3GM| | | [[#M3GM|Weapon instance]] number (#N). For geometry import/exchange see [[#new_method|HERE]]. | ||
|- | |- | ||
| <Name> | | <Name> | ||
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==<LaserSight>== | ===<LaserSight>=== | ||
; Crosshair | ; Crosshair | ||
: Default crosshair appears where the laser sight hits environment, corpses, etc | : Default crosshair appears where the laser sight hits environment, corpses, etc | ||
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==<AmmoMeter>== | ===<AmmoMeter>=== | ||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
|width=120px| '''XML tag''' | |width=120px| '''XML tag''' | ||
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==<Recoil>== | ===<Recoil>=== | ||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
|width=120px| '''XML tag''' | |width=120px| '''XML tag''' | ||
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===<AIFiringMode>=== | |||
==<AIFiringMode>== | |||
w11_ba1 is the only original weapon that use also the second firing mode. | w11_ba1 is the only original weapon that use also the second firing mode. | ||
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Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced. | Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced. | ||
==<ONWCParticle>== | |||
===<ONWCParticle>=== | |||
; Transformation matrix | ; Transformation matrix | ||
: That's what defines orientation, stretching, etc. | : That's what defines orientation, stretching, etc. | ||
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===particle adjustment=== | ====particle adjustment==== | ||
When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location. | When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location. | ||
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=M3GM= | ==M3GM== | ||
===export=== | |||
: ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni'' | : ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni'' | ||
: version hint: | : version hint: | ||
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===import=== | |||
In your 3D editor the weapon must be positioned on XZ plane and pointing into +X (weapon rotation 0, 0, 0). | |||
The center is located in 0, 0, 0 while the weapon grasp ends at approximate position: X=0,3 Y=# Z=-0,5 and X=0,8 Y=# Z=-0,5 | |||
Now you can create a M3GM file from the geometry. | |||
====new method==== | |||
To import or exchange weapon geometry simply insert the M3GM's file name into ONWC's <Geometry> tag. For example: | |||
<Geometry>M3GMw1_tap_new</Geometry> | |||
Don't use file suffix .oni | |||
File prefix M3GM can be absent from the name, it's optional here. | |||
M3GM files can be created with [[Vago_(tool)|Vago]]. | |||
====old method==== | |||
There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM. | There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM. | ||
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