XML:BINA/ONIE: Difference between revisions
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Paradox-01 (talk | contribs) (Created page with '=<!---->BINA/ONIE<!---->: impact effects= ==Visual guides: weapon, melee, environment== Note about philosophy in here: :These visual guides don't claim be ...') |
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= | =[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects= | ||
==Visual guides: weapon, melee, environment== | ==Visual guides: weapon, melee, environment== | ||
Note about philosophy in here: | Note about philosophy in here: |
Revision as of 09:02, 11 April 2009
BINA/ONIE: impact effects
Visual guides: weapon, melee, environment
Note about philosophy in here:
- These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. Could it be that my new texture not registered in TMBD?
- However, if you think you should add information or shape this in a more accurate way then do it. =)
overview of involved files when modding ONIE in relation to weapons | |||
if weapon shall have impact effect on environment | if weapon shall have impact effect on characters | ||
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overview of involved files when modding ONIE in relation to animations | |||
special attack | normal attack | ||
ONCC(ONIA) holds special attack modifier information (Any/Light/Medium/Heavy) for ONIE. |
Main difference is that ONIA is not used here but CBPI. Hurt sounds: So far, I'm not sure how hurt sounds (Light/Medium/Heavy) are chosen to be played. |
overview of involved files when modding ONIE in relation to characters | ||
if character hits ground | something left ? | |
For example, this is used when running around. Every step will trigger a step sound, different to ground's material: dirt, snow, metal, etc.. |
ONCC holds impact modifier information (Any/Light/Medium/Heavy) for ONIE.
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