AE:Glass: Difference between revisions
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==Glass-breaking Scram Cannon== | ==Glass-breaking Scram Cannon== | ||
Getting there... that's almost a [[ | Getting there... that's almost a [[AE:Weapons|weapon-modding]] issue. | ||
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==Flagging environment as glass== | ==Flagging environment as glass== | ||
Getting there too... Hope to find the flag soon ^^ | Getting there too... Hope to find the flag soon ^^ |
Revision as of 15:35, 9 March 2008
Oni ni Kanabô |
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This is for various modifications of Oni's glass and its behaviour.
- Glass-breaking combos will be covered here as a specific case of melee modding
- Overview
We all know most of Oni's glass can be shot. However :
- glass can not be broken by combos or thrown/falling enemies
- glass can not be broken by some weapons (most annoyingly, the Scram Cannon)
- not all see-through surfaces are flagged as glass : they can't be shot
Ways of improving the above are :
- to affect glass-breaking particles to TRAM so that specific animations can break glass
- to modify specific projectiles (e.g. Scram missiles) so that they can break glass
- to track down specific parts of the environment, and flag them as (breakable) glass
Deadly glass
- Description
- Glass shards can be modified so that they hurt nearby characters when falling.
- See it in action
- Google video by EdT
- Get it as a patch
- HERE (it's not actually there yet ^^)
- When it's there, you'll just import it over the original data of 3RAPglass_shard.BINA, in OUP's Binary .raw editor
- Do it yourself
- Open level0_Final.dat with OniUnPacker
- Use the Binary.raw editor to select the file 3RAPglass_shard.BINA
- Find the 0x0B at 0x10B4 (0xB=13 is the ID of the "Die" event)
- change it to 0x1A (0x1A is the ID of the "Damage Char" event)
- Find the 0x00 at 0x117C (unused)
- change it to 0x03 (type of "damage" : float)
- Find the 0x00000000 at 0x1180
- change it to 0x00000040 (value of "damage" : 2.0)
Glass-breaking combos
- Basic hack description
- The glass can be broken by kicks after modifying the 3RAPh2h_dust_p01.BINA file.
- See it in action
- A few movies by geyser (WMV) :
- A snapshot by EdT :
- 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.
- Do it yourself (basic hack using the dust spawned by some combos)
- Open level0_Final.dat with OniUnPacker
- Use the Binary.raw editor to select the file 3RAPh2h_dust_p01.BINA
- Look at the chunk between 0x550 and 0x6F8
- Go to the 0x00 at 0x550 (0x00=0 is the ID of the "Linear Change" event)
- change it to 0x1E (0x1E=30 is the ID of the "Glass Charge" event)
- Go to the 0x00 at 0x0x634
- change it to 0x03 (type for the "radius" parameter of "Glass Charge" : float)
- 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)
- 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.
- 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.
The changes will look like this:
Glass-breaking Scram Cannon
Getting there... that's almost a weapon-modding issue.
Flagging environment as glass
Getting there too... Hope to find the flag soon ^^