XML:BINA/ONIE: Difference between revisions

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| <Particle>
| <Particle>
| -
| -
| There can be multiple particle tags. They close with "</Particle>". Watch out for [[#particle structures|different structures]] when setting the <Location> value.
| There can be multiple particle tags. They close with "</Particle>". Watch out for [[#Particle structures|different structures]] when setting the <Location> value.
|-
|-
| <Name>
| <Name>
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==Visual guides: weapon, melee, environment==
==Visual guides: weapon, melee, environment==
Note about philosophy in here:
* Red = start node
:These visual guides don't claim be hundred percent right on a technical level. I can't look into the engine. But they should give a good hint which files are worth caring about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture is not registered in TMBD?''
* Blue = end node
* These visual guides don't claim be hundred percent right on a technical level. I can't look into the engine. But they should give a good hint which files are worth caring about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture is not registered in TMBD?''
:However, if you think you should add information, or shape this in a more accurate way, then do it. =)
:However, if you think you should add information, or shape this in a more accurate way, then do it. =)


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Changes:
Changes:
* Particle becomes attached now after spawning, should be more precise than being attracted.
* Particle becomes attached now after spawning, should be more precise than being attracted.
* Added [[AE:New_weapons#w15_smg_Silenced_Machine_Gun|w15_smg]] into ONIE.
* Added [[AE:New_weapons#w15_smg|w15_smg]] into ONIE.
* Material Flesh and Cloth uses same damage dealing particle, "unprotected".
* Material Flesh and Cloth uses same damage dealing particle, "unprotected".


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:Also they could explode if you hit their energy cell (low probability).
:Also they could explode if you hit their energy cell (low probability).
:This is quite similar to the "material-dependent damage" a.k.a. head shot mod.
:This is quite similar to the "material-dependent damage" a.k.a. head shot mod.
::I suggest we add two [[XML:Mtrl#vanilla_material_tree|materials to the character section]]: Electric and Electric_Danger. (* Kind of an unspecific name so it can be used for droids, mechs, or even SLD.)
::I suggest we add two [[XML:Mtrl#Vanilla_material_tree|materials to the character section]]: Electric and Electric_Danger. (* Kind of an unspecific name so it can be used for droids, mechs, or even SLD.)
::After that we modify the materials of the ONCCs(*) in question, adding there (CBPM) the new materials.
::After that we modify the materials of the ONCCs(*) in question, adding there (CBPM) the new materials.
::Then we go to the ONIE and add our desired effect to <nowiki><Impact Name="wN_name"><Material Name="NewMaterial"></nowiki>.
::Then we go to the ONIE and add our desired effect to <nowiki><Impact Name="wN_name"><Material Name="NewMaterial"></nowiki>.
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