XML talk:BINA/PAR3: Difference between revisions

m
exploring Mad Bomber particle
(as we Germans say "now it made click" ^_^)
m (exploring Mad Bomber particle)
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===Exploring Mad Bomber particle===
What triggers Mad Bomber's explosion?
ONCCmad_bomber.xml
<DeathParticle>mad_e01</DeathParticle>
Particle structure
mad_e01 from ONCC <DeathParticle>, self: <TexGeom>count3 ( <Invisible> true )
  |
  +-- mad_p01 from <Emitters><Emitter><Class>, self: <TexGeom>count3
  +-- mad_p04 from <Emitters><Emitter><Class>, self: <TexGeom>count1 ( <Invisible> true )
  +-- mad_e02 from <Events><Lifetime><CollisionEffect><Effect>, self: <TexGeom>count3 ( <Invisible> true )
      |
      +-- mad_p02 from <Emitters><Emitter><Class>, self: <TexGeom>count2
      +-- mad_e03 from <Events><Lifetime><CollisionEffect><Effect>, self: <TexGeom>count3 ( <Invisible> true )
            |
            +-- mad_p03 from <Emitters><Emitter><Class>, self: <TexGeom>count1
            +-- mad_x01 from <Events><Lifetime><CollisionEffect><Effect>, self: <TexGeom>lensflare01 (really visible?)
                |
                +-- mad_f01 from <Emitters><Emitter><Class>, self: <TexGeom>lensflare01 (rally visible?)
                +-- mad_f02 from <Emitters><Emitter><Class>, self: <TexGeom>smoke
                +-- mad_f03 from <Emitters><Emitter><Class>, self: <TexGeom>bloodyfoot
                |    |
                |    +-- mad_f05 from <Emitters><Emitter><Class>, self: <TexGeom>smoke
                |
                +-- mad_f04 from <Emitters><Emitter><Class>, self: <TexGeom>w5_fireball
Add screenshots of all <TexGeom> content.
Add screenshots of total scene and illustrate the parts.
Questions:
* Why invisible textures?
* Are lensflare01 textures really visible?
* ...
Random observations:
* Each "count" textured particle comes with its own timer sound
* "x" particle holds an sbg sound
* "e3" seems to provide a safety distance towards level geometry: <WallOffset>0.2</WallOffset>
* ...
Naming:
e - emitter particle (usually used for positioning)
p - particle (holding the TexGeom of interest)
f - "fire" particle
x - "explosion" particle
h2h - hand to hand combat (contains child with health indicator?)
c - ?
env - environment (permanent non-decal)
d - decal (permanent texture)
w - weapon (moving)
...
===Discussion on <StopIfBreakable />===
===Discussion on <StopIfBreakable />===
'''Controversial phrase:'''
'''Controversial phrase:'''
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