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Paradox-01 (talk | contribs) (Funiture table (Do those flags even work?)) |
Paradox-01 (talk | contribs) (Vertex shading?) |
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=====Vertex shading?===== | |||
Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark. | |||
If we remove "_color" from the object the shadows will be gone next time we import the tower. | |||
Mod Tool: Explorer [8] | |||
Object | |||
| | |||
+-- Polygon Mesh | |||
| | |||
+-- Cluster | |||
| | |||
+-- Polygon | |||
| | | |||
| +-- [...] | |||
| | |||
+-- NodeProperties | |||
| | |||
+-- '''_color''' | |||
+-- texcoord (Explicit UVWs) | |||
| | |||
+-- Vertex_Color_Def | |||
So, how do we modify that data? | |||
Some [http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/scel_vertexcolor.htm,topicNumber=d30e45698 reading material], maybe it contains something useful for us. | |||
====<Rooms>==== | ====<Rooms>==== | ||
This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | ||
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E.g. you can take control over a particle via "particle BSL_name start". For more commands see [[XML:BINA/OBJC/PART#BSL_support|HERE]]. | E.g. you can take control over a particle via "particle BSL_name start". For more commands see [[XML:BINA/OBJC/PART#BSL_support|HERE]]. | ||
Caution with new OFGA files. The particle name will be composed of 2 parts and always includes an "_" underscore. '''Examples:''' | |||
: FURN <Particle>test</Particle> + OFGA <Tag>streetlight</Tag> = '''test_streetlight''' | |||
: FURN <Particle></Particle> + OFGA <Tag>streetlight</Tag> = '''_streetlight''' | |||
: FURN <Particle>test</Particle> + OFGA <Tag></Tag> = '''test_''' | |||
|} | |} | ||
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