XML:BINA/PAR3: Difference between revisions

m
a little wording tweak under <DisplayType>, but we still need to answer these questions some day
m (link fix)
m (a little wording tweak under <DisplayType>, but we still need to answer these questions some day)
 
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{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particle v3}}
{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particles}}


===File structure===
===File structure===
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             [...]
             [...]
         </Attractor>
         </Attractor>
         '''[[#variable storage types|<Variables>]]'''
         '''[[#Variable storage types|<Variables>]]'''
             [...]
             [...]
         </Variables>
         </Variables>
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| How the particle is displayed. (Documentation needed.)
| How the particle is displayed. (Documentation needed.)
: Sprite - always faces screen (ignores <HasOrientation>)
: Sprite - always faces screen (ignores <HasOrientation>)
: RotatedSprite - always faces screen, can rotate on Z axis (''forward into the screen''), needs <HasOrientation>true
: RotatedSprite - always faces screen but can rotate on Z axis (the depth axis); needs <HasOrientation>true
: Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to ''screen axis''?, needs <HasOrientation>true
: Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to ''screen axis''?; needs <HasOrientation>true
: Arrow - fixed to one axis of the origin (forward?, needs <HasOrientation>true)
: Arrow - fixed to one axis of the origin (forward?); needs <HasOrientation>true
: Flat - fixed to one axis of the origin (side?, needs <HasOrientation>true)
: Flat - fixed to one axis of the origin (side?); needs <HasOrientation>true
: OrientedContrail - (no standard, needs setup somewhere else, needs <HasOrientation> ?)
: OrientedContrail - no standard, needs setup somewhere else; needs <HasOrientation>?
: Discuss - (no standard, needs setup somewhere else, needs <HasOrientation> ?)
: Discuss - no standard, needs setup somewhere else; needs <HasOrientation>?
: Decal - sticks to a wall
: Decal - sticks to a wall
: Geometry - uses an M3GM (needs <HasOrientation> ?)
: Geometry - uses an M3GM; needs <HasOrientation>?
|-
|-
|valign=top| <TexGeom>
|valign=top| <TexGeom>
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|valign=top| <UseSpecialTint>
|valign=top| <UseSpecialTint>
|valign=top| flag
|valign=top| flag
| Research note: "true" can be found in BINA3RAPbarab_p02.xml
| Color is based on the health of the character who owns the particle (see the Barabas regeneration particle BINA3RAPbarab_p02 for an example). These colors are the same ones [[XML:ONGS#The_health_display_meter|specified for the health bar using ONGS]].
: true
: true
: false
: false
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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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: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.


[[Image:DecalWrapAngle.JPG|right|thumb|Test for a "hard edge".]]
[[Image:DecalWrapAngle.jpg|right|thumb|Test for a "hard edge".]]


'''wall decals'''
'''wall decals'''
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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>
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: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.
: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.


[[Image:animated_decal.JPG|right|thumb]]
[[Image:animated_decal.jpg|right|thumb]]


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>