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{| | {{fmbox | ||
| text = This page documents old modding efforts and is obsolete. Search the [[AEI]] for "Dangerous Glass" and "Glass Breaking Moves" to find mod packages that encompass most of what is discussed here. | |||
}} | |||
{|style="float:right" | |||
![[AE:ONK|Oni ni Kanabô]] | ![[AE:ONK|Oni ni Kanabô]] | ||
|- | |- | ||
|[[Image:ONK.png]] | |[[Image:ONK.png|link=AE:ONK]] | ||
|} | |} | ||
This is for various modifications of Oni's glass and its behaviour. | This is for various modifications of Oni's glass and its behaviour. | ||
:Glass-breaking combos will be covered here as a specific case of | :Glass-breaking combos will be covered here as a specific case of melee modding | ||
;Overview | ;Overview | ||
We all know most of Oni's glass can be shot. However : | We all know most of Oni's glass can be shot. However : | ||
| Line 19: | Line 22: | ||
:Glass shards can be modified so that they hurt nearby characters when falling. | :Glass shards can be modified so that they hurt nearby characters when falling. | ||
;See it in action | ;See it in action | ||
:[http:// | :[http://edt.oni2.net/mov/deadlyglass.mov Video] by [[User:EdT|EdT]] | ||
;Get it as a | ;Get it as a .oni file | ||
: | :http://gumby.oni2.net/AE/oni%20files/glass/BINA3RAPglass_shard.oni (already in AE, does 8 damage) | ||
: | ;Get the XML version | ||
:http://gumby.oni2.net/AE/oni%20files/glass/XML/BINA3RAPglass_shard.xml | |||
;Do it yourself | ;Do it yourself | ||
#Extract the BINA3RAPglass_shard.oni file as .xml. | |||
#Add the part in red | |||
#Change the "8" in <Damage>8</Damage> to how much damage the glass should do | |||
#Convert the xml back into a .oni file and import it back into your game data | |||
<Font size = 2> | |||
<?xml version="1.0" encoding="utf-8"?> | |||
<Oni Version="0.9.32.0"> | |||
<Particle Name="glass_shard"> | |||
<Options> | |||
<Lifetime>10</Lifetime> | |||
<DisableDetailLevel>Never</DisableDetailLevel> | |||
<Decorative>true</Decorative> | |||
<CollideWithWalls>true</CollideWithWalls> | |||
<CollideWithChars>true</CollideWithChars> | |||
<InitiallyHidden>false</InitiallyHidden> | |||
<DrawAsSky>false</DrawAsSky> | |||
<DontAttractThroughWalls>false</DontAttractThroughWalls> | |||
<ExpireOnCutscene>false</ExpireOnCutscene> | |||
<DieOnCutscene>false</DieOnCutscene> | |||
<LockPositionToLink>false</LockPositionToLink> | |||
<CollisionRadius>0</CollisionRadius> | |||
<AIDodgeRadius>0</AIDodgeRadius> | |||
<AIAlertRadius>0</AIAlertRadius> | |||
<FlyBySoundName /> | |||
</Options> | |||
<Properties> | |||
<HasVelocity>true</HasVelocity> | |||
<HasOrientation>true</HasOrientation> | |||
<HasPositionOffset>false</HasPositionOffset> | |||
<HasAttachmentMatrix>false</HasAttachmentMatrix> | |||
<HasUnknown>false</HasUnknown> | |||
<HasDecalState>false</HasDecalState> | |||
<HasTextureStartTick>true</HasTextureStartTick> | |||
<HasTextureTick>true</HasTextureTick> | |||
<HasDamageOwner>false</HasDamageOwner> | |||
<HasContrailData>false</HasContrailData> | |||
<HasLensFlareState>false</HasLensFlareState> | |||
<HasAttractor>false</HasAttractor> | |||
<HasCollisionCache>false</HasCollisionCache> | |||
</Properties> | |||
<Appearance> | |||
<DisplayType>Flat</DisplayType> | |||
<TexGeom>glass_shard</TexGeom> | |||
<Invisible>false</Invisible> | |||
<IsContrailEmitter>false</IsContrailEmitter> | |||
<ScaleToVelocity>false</ScaleToVelocity> | |||
<Scale>2.8</Scale> | |||
<UseSeparateYScale>false</UseSeparateYScale> | |||
<YScale>1</YScale> | |||
<Rotation>0</Rotation> | |||
<Alpha>1</Alpha> | |||
<XOffset>0</XOffset> | |||
<XShorten>0</XShorten> | |||
<UseSpecialTint>false</UseSpecialTint> | |||
<Tint>128 128 128</Tint> | |||
<FadeOutOnEdge>false</FadeOutOnEdge> | |||
<OneSidedEdgeFade>false</OneSidedEdgeFade> | |||
<EdgeFadeMin>0</EdgeFadeMin> | |||
<EdgeFadeMax>0</EdgeFadeMax> | |||
<MaxContrailDistance>0</MaxContrailDistance> | |||
<LensFlare>false</LensFlare> | |||
<LensFlareDistance>0</LensFlareDistance> | |||
<LensFlareFadeInFrames>0</LensFlareFadeInFrames> | |||
<LensFlareFadeOutFrames>0</LensFlareFadeOutFrames> | |||
<DecalFullBrightness>false</DecalFullBrightness> | |||
<MaxDecals>100</MaxDecals> | |||
<DecalFadeFrames>60</DecalFadeFrames> | |||
<DecalWrapAngle>60</DecalWrapAngle> | |||
</Appearance> | |||
<Attractor> | |||
<Target>None</Target> | |||
<Selector>Distance</Selector> | |||
<Class /> | |||
<MaxDistance>150</MaxDistance> | |||
<MaxAngle>30</MaxAngle> | |||
<AngleSelectMin>3</AngleSelectMin> | |||
<AngleSelectMax>20</AngleSelectMax> | |||
<AngleSelectWeight>3</AngleSelectWeight> | |||
</Attractor> | |||
<Variables> | |||
<Float Name="rotate_x"> | |||
<BellCurve Mean="0" StdDev="50" /> | |||
</Float> | |||
<Float Name="rotate_z"> | |||
<BellCurve Mean="0" StdDev="50" /> | |||
</Float> | |||
</Variables> | |||
<Emitters /> | |||
<Events> | |||
<Update> | |||
<MoveLine /> | |||
<MoveGravity> | |||
<Fraction>0.4</Fraction> | |||
</MoveGravity> | |||
<RotateZ> | |||
<Space>0</Space> | |||
<Rate>rotate_z</Rate> | |||
<RotateVelocity>0</RotateVelocity> | |||
</RotateZ> | |||
<RotateX> | |||
<Space>0</Space> | |||
<Rate>rotate_x</Rate> | |||
<RotateVelocity>0</RotateVelocity> | |||
</RotateX> | |||
</Update> | |||
<HitWall> | |||
<ImpulseSound> | |||
<Sound>glass_small</Sound> | |||
</ImpulseSound> | |||
<CollisionEffect> | |||
<Effect>glass_hit</Effect> | |||
<WallOffset>0.01</WallOffset> | |||
<Orientation>2</Orientation> | |||
<Attach>1</Attach> | |||
</CollisionEffect> | |||
<Die /> | |||
</HitWall><FONT COLOR="red"> | |||
<HitCharacter> | |||
<CollisionEffect> | |||
<Effect>glass_hit</Effect> | |||
<WallOffset>0.01</WallOffset> | |||
<Orientation>2</Orientation> | |||
<Attach>1</Attach> | |||
</CollisionEffect> | |||
<DamageChar> | |||
<Damage>8</Damage> | |||
</DamageChar> | |||
<Die /> | |||
</HitCharacter></FONT> | |||
<Lifetime> | |||
<FadeOut> | |||
<TimeToDie>1</TimeToDie> | |||
</FadeOut> | |||
</Lifetime> | |||
</Events> | |||
</Particle> | |||
</Oni> | |||
</Font> | |||
If you want to get really fancy, try changing <Damage>8</Damage> into something like... | |||
<Font size = 2> | |||
<Damage> | |||
<Random Min="8" Max="10" /> | |||
</Damage> | |||
</Font> | |||
This will make glass do random damage between 8 and 10 health points. | |||
---- | ---- | ||
| Line 43: | Line 181: | ||
:The glass can be broken by kicks after modifying the 3RAPh2h_dust_p01.BINA file. | :The glass can be broken by kicks after modifying the 3RAPh2h_dust_p01.BINA file. | ||
;See it in action | ;See it in action | ||
:A few movies by [[User:geyser|geyser]] (WMV) : | :A few movies by [[User:geyser|geyser]] (WMV): | ||
*[http://geyser.oni2.net/_VIDEO_/WMV/glass_lab.wmv Bio-Research lab] | *[http://geyser.oni2.net/_VIDEO_/WMV/glass_lab.wmv Bio-Research lab] | ||
*[http://geyser.oni2.net/_VIDEO_/WMV/glass_state.wmv Regional State Building] | *[http://geyser.oni2.net/_VIDEO_/WMV/glass_state.wmv Regional State Building] | ||
*[http://geyser.oni2.net/_VIDEO_/WMV/glass_compound.wmv Syndicate Mountain Compound] | *[http://geyser.oni2.net/_VIDEO_/WMV/glass_compound.wmv Syndicate Mountain Compound] | ||
:A snapshot by [[User:EdT|EdT]] : | :A snapshot by [[User:EdT|EdT]]: | ||
[[Image:Glass breaking demonstration.jpg]] | |||
;Get it as a patch | ;Get it as a patch | ||
:No link so far, but there will be downloadable particle files (trails rather than dust) as well as TRAM particle tracks specifically adapted for them. | :No link so far, but there will be downloadable particle files (trails rather than dust) as well as TRAM particle tracks specifically adapted for them. | ||
| Line 58: | Line 196: | ||
**change it to 0x1E (0x1E=30 is the ID of the "Glass Charge" event) | **change it to 0x1E (0x1E=30 is the ID of the "Glass Charge" event) | ||
* Go to the 0x00 at 0x0x634 | * Go to the 0x00 at 0x0x634 | ||
**change it to 0x03 (type for the "radius" parameter of "Glass Charge" : float) | **change it to 0x03 (type for the "radius" parameter of "Glass Charge": float) | ||
* Go to the 0x00000000 at 0x0x638 | * Go to the 0x00000000 at 0x0x638 | ||
**change it to 0x00000040 or 0x00000041 (value for the "radius" parameter of "Glass Charge" : 2.0 or 8.0) | **change it to 0x00000040 or 0x00000041 (value for the "radius" parameter of "Glass Charge": 2.0 or 8.0) | ||
:''NOTE TO EXPERTS : we've left the first argument of set 2 ("blast-vel" for "Glass Charge") as is. "Linear Change"s "rate" was of the right type (float), and the value (6.0) is nothing extreme. | :''NOTE TO EXPERTS: we've left the first argument of set 2 ("blast-vel" for "Glass Charge") as is. "Linear Change"s "rate" was of the right type (float), and the value (6.0) is nothing extreme. | ||
:''Look at the second variable of h2h_dust_p01 : it's the 0x34=52 byte chunk between 0x340 and 0x374. | :''Look at the second variable of h2h_dust_p01: it's the 0x34=52 byte chunk between 0x340 and 0x374. | ||
:''There's the name ("alpha") right at the start. The initialisation value you can see at 0x35C (it's a float, since the type at 0x358 is 0x03). | :''There's the name ("alpha") right at the start. The initialisation value you can see at 0x35C (it's a float, since the type at 0x358 is 0x03). | ||
:''If we just make this float 0.125 (make the 0x00000000 at 0x35C a 0x0000003E) we'll have 12.5%-transparent dust right away. | :''If we just make this float 0.125 (make the 0x00000000 at 0x35C a 0x0000003E) we'll have 12.5%-transparent dust right away. | ||
The changes will look like this: | The changes will look like this: | ||
[[Image:Glass breaking hex changes.jpg]] | |||
---- | ---- | ||
---- | ---- | ||
==Glass-breaking Scram Cannon== | ==Glass-breaking Scram Cannon== | ||
Getting there... that's almost a [[AE:Weapons|weapon-modding]] issue. | Getting there... that's almost a [[AE:Weapons|weapon-modding]] issue. | ||
| Line 80: | Line 219: | ||
==Flagging environment as glass== | ==Flagging environment as glass== | ||
See [[OBD:BINA/TMBD]] | |||
[[Category:Obsolete AE mods]] | |||