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

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* research the function of body part flags KillImpact and None
* research the function of body part flags KillImpact and None


==Enable Daodan==
Open an ONCC xml file and go to <HasDaodanPowers>. Set the value to 1.


==Daodan particle==
===ONCC preparation===
First things first, enable the Daodan system! Open your desired ONCC xml file and set the value of <HasDaodanPowers> to 1.


==Add Daodan particle==
Particles must be added to 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, Daodan particle are emitted from the pelvis, the left fist and the right fist.




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==Change Daodan particle appearance==
===BINA3RAP preparation===
===Emitters===
====Emitters====
With '''emitter particle''' you set up properties for the other, visible particle: '''start positions, movement and creation rate'''.
With '''emitter particle''' you set up properties for the other, visible particle: '''start positions, movement and creation rate'''.




===Lensflare types===
====File structure====
These textures (TXMP) are meant to smoothly overlay each other creating the illusion of a fog or aura.
 
Smooth blending of dark or black textures is not really possible.
 
 
:Forms
: <TexGeom>
:: Link to texture (TXMP) file.
 
 
:Behaviours
: <DisplayType>
:: See [[XML:BINA/PAR3#Appearance|BINA3RAP documentation]].
 
 
===Colors===
Typically, white shapes are used so you can give them later any color you want by using the Tint tag.
 
Tint tag:
<Tint>51 76 255
 
Since <Tint> uses here a RGB value, the <nowiki><Color Name="tint"></nowiki> is ignored. Possibly the developer just didn't cleaned up the unused variable.
 
Color overwrite (unused):
      <Variables>
            <Color Name="tint">
                <Random Min="230 230 255" Max="128 128 255" />
            </Color>
 
 
===File structure===
Most particle actually consist of multiple particle files and hence should be seen as their very own systems.
Most particle actually consist of multiple particle files and hence should be seen as their very own systems.


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====Sample code====
====Sample code====
'''Emitter'''
=====Emitter=====


* Variable - holds the rate (frequency) to emit particles
* Variable - holds the rate (frequency) to emit particles
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'''Particle'''
=====Particle=====


...
...


====Lensflare types====
These textures (TXMP) are meant to smoothly overlay each other creating the illusion of a fog or aura.
Smooth blending of dark or black textures is not really possible.
:Forms
: <TexGeom>
:: Link to texture (TXMP) file.
:Behaviours
: <DisplayType>
:: See [[XML:BINA/PAR3#Appearance|BINA3RAP documentation]].
====Colors====
Typically, white shapes are used so you can give them later any color you want by using the Tint tag.
Tint tag:
<Tint>51 76 255
Since <Tint> uses here a RGB value, the <nowiki><Color Name="tint"></nowiki> is ignored. Possibly the developer just didn't cleaned up the unused variable.
Color overwrite (unused):
      <Variables>
            <Color Name="tint">
                <Random Min="230 230 255" Max="128 128 255" />
            </Color>




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