XML:Adding Daodan powers to a character: Difference between revisions

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{{finish}}
{{finish}}
If you want to help finishing the page you can:
* document the BINA3RAP DisplayType flags
* break down one Daodan particle system, show by word and image what particle does what
* research the function of body part flags KillImpact and None
==Enable Daodan==
==Enable Daodan==
Open and ONCC xml file and go to <HasDaodanPowers>. Set the value to 1.
Open an ONCC xml file and go to <HasDaodanPowers>. Set the value to 1.




==Add Daodan particle==
==Add Daodan particle==
Particles must be added in ONCC before they can be used.
Particles must be added to ONCC before they can be used.


Traditionally standard Daodan particle are emitted from the pelvis, the left fist and the right fist.
Traditionally, standard Daodan particle are emitted from the pelvis, the left fist and the right fist.




* Name - normally this is an anchor for TRAM files but "'''super_'''" is possibly a master flag (used for all animations)
* Name - this is an anchor for TRAM files but "'''super_'''" possibly forces the particle to be played on all animations
* Type - particle (BINA3RAP) file
* Type - particle (BINA3RAP) file
* BodyPart - pretty much what the name suggests, see [[XML:Daodan#Body_part_flags|ONCP flags]]
* BodyPart - pretty much what the name suggests, see [[#Body_part_flags|ONCP flags]]


             <ONCPParticle>
             <ONCPParticle>
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===Colors===
===Colors===
Typically white shapes are used so you can give them later any color you want by using the Tint tag.
Typically, white shapes are used so you can give them later any color you want by using the Tint tag.


Tint tag:
Tint tag:
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             </Stop>
             </Stop>
         </Events>
         </Events>
'''Particle'''
...






==Special animation-bound Daodan particle==
==Special animation-bound Daodan particle==
A.k.a. Daodan spikes
===ONCC preparation===
Konoko shows Daodan spikes after reaching a few end level checkpoints. These animations are triggered by BSL and therefor the particle are of ordinary nature.


Unlike the Daodan aura - a.k.a. chenille a.k.a. particle created at 200 % to 100 % health - the Daodan spike particle seen after a few boss fights are called from character animations.
However, also those particle must be added to ONCC so that the animations can spawn them.


In other words they are just standard particles.
But also those must be registered in ONCC.


             <ONCPParticle>
             <ONCPParticle>
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             </ONCPParticle>
             </ONCPParticle>


* The '''Name''' node is used by the character animation (TRAM) file.
* Name - this is an anchor for TRAM files
* The '''Type''' node belongs to the particle (BINA3RAP) file.
* Type - particle (BINA3RAP) file
* The '''BodyPart''' node obviously refers to the character bones. That (TRIA) structure is embedded into the 3D model (TRBS) of the character but you only need the list of valid "flags" (names) anyway.  
* BodyPart - pretty much what the name suggests, see [[#Body_part_flags|ONCP flags]]
 
 
===TRAM preparation===
...




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: RightWrist
: RightWrist
: RightFist
: RightFist
: KillImpact (possibly creates a virtual bone to allow the ONIE system to work)
: KillImpact (speculation: creates a virtual bone to allow the ONIE system to work ?)
: None (speculation: every bone/surface at once or bounding box center ?)
: None (speculation: every bone/surface at once or bounding box center ?)




[[Category:Modding tutorials]]
[[Category:Modding tutorials]]
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