XML:Adding Daodan powers to a character: Difference between revisions
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{{finish}} | {{finish}} | ||
If you want to help finishing the page you can: | |||
* document the BINA3RAP DisplayType flags | |||
* break down one Daodan particle system, show by word and image what particle does what | |||
* research the function of body part flags KillImpact and None | |||
==Enable Daodan== | ==Enable Daodan== | ||
Open | Open an ONCC xml file and go to <HasDaodanPowers>. Set the value to 1. | ||
==Add Daodan particle== | ==Add Daodan particle== | ||
Particles must be added | Particles must be added to ONCC before they can be used. | ||
Traditionally standard Daodan particle are emitted from the pelvis, the left fist and the right fist. | Traditionally, standard Daodan particle are emitted from the pelvis, the left fist and the right fist. | ||
* Name - | * Name - this is an anchor for TRAM files but "'''super_'''" possibly forces the particle to be played on all animations | ||
* Type - particle (BINA3RAP) file | * Type - particle (BINA3RAP) file | ||
* BodyPart - pretty much what the name suggests, see [[ | * BodyPart - pretty much what the name suggests, see [[#Body_part_flags|ONCP flags]] | ||
<ONCPParticle> | <ONCPParticle> | ||
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===Colors=== | ===Colors=== | ||
Typically white shapes are used so you can give them later any color you want by using the Tint tag. | Typically, white shapes are used so you can give them later any color you want by using the Tint tag. | ||
Tint tag: | Tint tag: | ||
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</Stop> | </Stop> | ||
</Events> | </Events> | ||
'''Particle''' | |||
... | |||
==Special animation-bound Daodan particle== | ==Special animation-bound Daodan particle== | ||
===ONCC preparation=== | |||
Konoko shows Daodan spikes after reaching a few end level checkpoints. These animations are triggered by BSL and therefor the particle are of ordinary nature. | |||
However, also those particle must be added to ONCC so that the animations can spawn them. | |||
<ONCPParticle> | <ONCPParticle> | ||
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</ONCPParticle> | </ONCPParticle> | ||
* | * Name - this is an anchor for TRAM files | ||
* | * Type - particle (BINA3RAP) file | ||
* | * BodyPart - pretty much what the name suggests, see [[#Body_part_flags|ONCP flags]] | ||
===TRAM preparation=== | |||
... | |||
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: RightWrist | : RightWrist | ||
: RightFist | : RightFist | ||
: KillImpact ( | : KillImpact (speculation: creates a virtual bone to allow the ONIE system to work ?) | ||
: None (speculation: every bone/surface at once or bounding box center ?) | : None (speculation: every bone/surface at once or bounding box center ?) | ||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |
Revision as of 09:02, 4 April 2020
This page is unfinished. Can you fill in any missing information? |
If you want to help finishing the page you can:
- document the BINA3RAP DisplayType flags
- break down one Daodan particle system, show by word and image what particle does what
- research the function of body part flags KillImpact and None
Enable Daodan
Open an ONCC xml file and go to <HasDaodanPowers>. Set the value to 1.
Add Daodan particle
Particles must be added to ONCC before they can be used.
Traditionally, standard Daodan particle are emitted from the pelvis, the left fist and the right fist.
- Name - this is an anchor for TRAM files but "super_" possibly forces the particle to be played on all animations
- Type - particle (BINA3RAP) file
- BodyPart - pretty much what the name suggests, see ONCP flags
<ONCPParticle> <Name>super_glow</Name> <Type>superglow_e01</Type> <BodyPart>Pelvis</BodyPart> </ONCPParticle> <ONCPParticle> <Name>super_l_hand</Name> <Type>super_e01</Type> <BodyPart>LeftFist</BodyPart> </ONCPParticle> <ONCPParticle> <Name>super_r_hand</Name> <Type>super_e01</Type> <BodyPart>RightFist</BodyPart> </ONCPParticle>
Change Daodan particle appearance
Emitters
With emitter particle you set up properties for the other, visible particle: start positions, movement and creation rate.
Lensflare types
These textures (TXMP) are meant to smoothly overlay each other creating the illusion of a fog or aura.
Smooth blending of dark or black textures is not really possible.
- Forms
- <TexGeom>
- Link to texture (TXMP) file.
- Behaviours
- <DisplayType>
Colors
Typically, white shapes are used so you can give them later any color you want by using the Tint tag.
Tint tag:
<Tint>51 76 255
Since <Tint> uses here a RGB value, the <Color Name="tint"> is ignored. Possibly the developer just didn't cleaned up the unused variable.
Color overwrite (unused):
<Variables> <Color Name="tint"> <Random Min="230 230 255" Max="128 128 255" /> </Color>
File structure
Most particle actually consist of multiple particle files and hence should be seen as their very own systems.
Like this:
_e | +--- _e | | | +--- _p | +--- _p | +--- _p +--- _p +--- _p +--- _p
Sample code
Emitter
- Variable - holds the rate (frequency) to emit particles
- Emitter - determines some properties of sub emitters or actual particles
- Events > Update > SuperParticle - overwrites the default emit rate (Variable)
- Traditionally, while the _e file controls the emit rate the _p file controls the visibility (transparency a.k.a. alpha value).
- Events > Update > Start/Stop - holds actions to start and stop the emitter
<Variables> <Float Name="emit_rate">0.2</Float> </Variables> <Emitters> <Emitter> <Class>superglow_p01</Class> <Flags /> <TurnOffTreshold>0</TurnOffTreshold> <Probability>1</Probability> <Copies>10</Copies> <LinkTo /> <Rate> <Continous> <Interval>emit_rate</Interval> </Continous> </Rate> <Position> <BodyBones> <OffsetRadius>0.7</OffsetRadius> </BodyBones> </Position> <Direction> <Random /> </Direction> <Speed> <Uniform> <Speed>0.8</Speed> </Uniform> </Speed> <Orientation>Velocity</Orientation> <OrientationUp>TowardsEmitter</OrientationUp> </Emitter> </Emitters> <Events> <Update> <SuperParticle> <Variable>emit_rate</Variable> <BaseValue>0.25</BaseValue> <DeltaValue>-0.1</DeltaValue> <MinValue>0.1</MinValue> <MaxValue>20</MaxValue> </SuperParticle> </Update> <Start> <EmitActivate> <Emitter>0</Emitter> </EmitActivate> <EnableNow> <Action>0</Action> </EnableNow> </Start> <Stop> <EmitDeactivate> <Emitter>0</Emitter> </EmitDeactivate> <DisableNow> <Action>0</Action> </DisableNow> </Stop> </Events>
Particle
...
Special animation-bound Daodan particle
ONCC preparation
Konoko shows Daodan spikes after reaching a few end level checkpoints. These animations are triggered by BSL and therefor the particle are of ordinary nature.
However, also those particle must be added to ONCC so that the animations can spawn them.
<ONCPParticle> <Name>daodan</Name> <Type>h2h_powerup_e01</Type> <BodyPart>None</BodyPart> </ONCPParticle> <ONCPParticle> <Name>daodan2</Name> <Type>h2h_powerup_e01a</Type> <BodyPart>None</BodyPart> </ONCPParticle>
- Name - this is an anchor for TRAM files
- Type - particle (BINA3RAP) file
- BodyPart - pretty much what the name suggests, see ONCP flags
TRAM preparation
...
Body part flags
- Pelvis
- LeftThigh
- LeftCalf
- LeftFoot
- RightThigh
- RightCalf
- RightFoot
- Mid
- Chest
- Neck
- Head
- LeftShoulder
- LeftArm
- LeftWrist
- LeftFist
- RightShoulder
- RightArm
- RightWrist
- RightFist
- KillImpact (speculation: creates a virtual bone to allow the ONIE system to work ?)
- None (speculation: every bone/surface at once or bounding box center ?)