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XML:BINA/PAR3: Difference between revisions

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link fixes
m (correcting type name)
m (link fixes)
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             [...]
             [...]
         </Attractor>
         </Attractor>
         '''[[#variable storage types|<Variables>]]'''
         '''[[#Variable storage types|<Variables>]]'''
             [...]
             [...]
         </Variables>
         </Variables>
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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 [[#decal_facing|"decal facing"]]'''
* <Rotation> .. '''see [[#Decal_facing|"decal facing"]]'''
* <Class> .. this is your [[#step_2_-_creating_BINA3RAP_file|particle file]]
* <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_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>
                 [[#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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* <HasDecalState>true .. is needed
* <HasDecalState>true .. is needed
* <DisplayType>Decal .. is needed
* <DisplayType>Decal .. is needed
* <TexGeom> .. links to [[#step_3_-_creating_TXMP_file|TXMP file]]
* <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>
             [[#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>