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m (link fix) |
m (a little wording tweak under <DisplayType>, but we still need to answer these questions some day) |
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{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name= | {{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particles}} | ||
===File structure=== | ===File structure=== | ||
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[...] | [...] | ||
</Attractor> | </Attractor> | ||
'''[[# | '''[[#Variable storage types|<Variables>]]''' | ||
[...] | [...] | ||
</Variables> | </Variables> | ||
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| How the particle is displayed. (Documentation needed.) | | How the particle is displayed. (Documentation needed.) | ||
: Sprite - always faces screen (ignores <HasOrientation>) | : Sprite - always faces screen (ignores <HasOrientation>) | ||
: RotatedSprite - always faces screen | : RotatedSprite - always faces screen but can rotate on Z axis (the depth axis); needs <HasOrientation>true | ||
: Beam - | : Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to ''screen axis''?; needs <HasOrientation>true | ||
: Arrow - fixed to one axis of the origin (forward? | : Arrow - fixed to one axis of the origin (forward?); needs <HasOrientation>true | ||
: Flat - | : Flat - fixed to one axis of the origin (side?); needs <HasOrientation>true | ||
: OrientedContrail - | : OrientedContrail - no standard, needs setup somewhere else; needs <HasOrientation>? | ||
: Discuss - | : Discuss - no standard, needs setup somewhere else; needs <HasOrientation>? | ||
: Decal - sticks to a wall | : Decal - sticks to a wall | ||
: Geometry - uses an M3GM | : Geometry - uses an M3GM; needs <HasOrientation>? | ||
|- | |- | ||
|valign=top| <TexGeom> | |valign=top| <TexGeom> | ||
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|valign=top| <UseSpecialTint> | |valign=top| <UseSpecialTint> | ||
|valign=top| flag | |valign=top| flag | ||
| | | Color is based on the health of the character who owns the particle (see the Barabas regeneration particle BINA3RAPbarab_p02 for an example). These colors are the same ones [[XML:ONGS#The_health_display_meter|specified for the health bar using ONGS]]. | ||
: true | : true | ||
: false | : false | ||
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: They are used for additional level design and to show weapon damage on surroundings. | : They are used for additional level design and to show weapon damage on surroundings. | ||
: The following steps will show you how to place a decorative texture (poster/warning sign/whatever) into a level. | : The following steps will show you how to place a decorative texture (poster/warning sign/whatever) into a level. | ||
====Step 1 - extending the particle collection==== | ====Step 1 - extending the particle collection==== | ||
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: '''The maximum tolerance distance counts 10 units.''' Let's say the ground height (y) is 45 and the particle is spawned at 55: then this is the maximum tolerance; 56 wouldn't work. | : '''The maximum tolerance distance counts 10 units.''' Let's say the ground height (y) is 45 and the particle is spawned at 55: then this is the maximum tolerance; 56 wouldn't work. | ||
: '''"chr_debug_characters = 1"''' helps you. But note that the y value is not the head or pelvis height -- it is at the lowest point of the feet. | : '''"chr_debug_characters = 1"''' helps you. But note that the y value is not the head or pelvis height -- it is at the lowest point of the feet. | ||
* <Rotation> .. '''see [[# | * <Rotation> .. '''see [[#Decal_facing|"decal facing"]]''' | ||
* <Class> .. this is your [[# | * <Class> .. this is your [[#Step_2_-_creating_BINA3RAP_file|particle file]] | ||
* <Tag> .. optional; '''used when you want to activate or deactivate decals or other particle via BSL''' | * <Tag> .. optional; '''used when you want to activate or deactivate decals or other particle via BSL''' | ||
* <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8) | * <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8) | ||
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</Header> | </Header> | ||
<OSD> | <OSD> | ||
[[# | [[#Step_2_-_creating_BINA3RAP_file|<Class>]]'''<font color="#00AA00">decal_particle_name</font>'''</Class> | ||
[[# | [[#Step_4_-_show_or_hide_decals_via_BSL|<Tag>]]'''<font color="#0000FF">decal_BSL_name</font>'''</Tag> | ||
<Flags>8</Flags> | <Flags>8</Flags> | ||
<Decal> | <Decal> | ||
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: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value. | : '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value. | ||
[[Image:DecalWrapAngle. | [[Image:DecalWrapAngle.jpg|right|thumb|Test for a "hard edge".]] | ||
'''wall decals''' | '''wall decals''' | ||
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* <HasDecalState>true .. is needed | * <HasDecalState>true .. is needed | ||
* <DisplayType>Decal .. is needed | * <DisplayType>Decal .. is needed | ||
* <TexGeom> .. links to [[# | * <TexGeom> .. links to [[#Step_3_-_creating_TXMP_file|TXMP file]] | ||
* <font color="#777777"><Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag</font> | * <font color="#777777"><Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag</font> | ||
* <font color="#777777"><Tint> .. is ignored by decals</font> | * <font color="#777777"><Tint> .. is ignored by decals</font> | ||
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<Appearance> | <Appearance> | ||
'''<DisplayType>Decal</DisplayType>''' | '''<DisplayType>Decal</DisplayType>''' | ||
[[# | [[#Step_3_-_creating_TXMP_file|<TexGeom>]]'''<font color="#AA00AA">animated_texture</font>'''</TexGeom> | ||
<Invisible>false</Invisible> | <Invisible>false</Invisible> | ||
<IsContrailEmitter>false</IsContrailEmitter> | <IsContrailEmitter>false</IsContrailEmitter> | ||
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: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option. | : Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option. | ||
[[Image:animated_decal. | [[Image:animated_decal.jpg|right|thumb]] | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> |