OBD talk:BINA/PAR3: Difference between revisions

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What the both values of the normal distribution stand for?
What the both values of the normal distribution stand for?


First value μ (mean) and second value σ (standard deviation)?
First value µ (mean) and second value s (standard deviation)?


[[User:Ssg|Ssg]] 23:13, 5 December 2007 (CET)
[[User:Ssg|Ssg]] 23:13, 5 December 2007 (CET)
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I've googled  a (long) bit for that "InverseNormalTable". It seems to be okay. This table is also called "inverse standardized normal distribution" (see http://files.hanser.de/hanser/docs/20040419_24419112747-75_3-446-21594-8Anhang2.pdf)
I've googled  a (long) bit for that "InverseNormalTable". It seems to be okay. This table is also called "inverse standardized normal distribution" (see http://files.hanser.de/hanser/docs/20040419_24419112747-75_3-446-21594-8Anhang2.pdf)


The equation for the inverse normal distribution is: x = σ * z + μ
The equation for the inverse normal distribution is: x = s * z + µ


with:
with:
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:x = result
:x = result
:z = looked up in the z-table (the z-table here is the InverseNormalTable)
:z = looked up in the z-table (the z-table here is the InverseNormalTable)
:μ = mean
:µ = mean
:σ = standard deviation
:s = standard deviation


Unfortunately I've no idea what's the basis for Oni's interpolation (IMO Oni needs an entry point for the table), so I haven't got a clue what the result is for.
Unfortunately I've no idea what's the basis for Oni's interpolation (IMO Oni needs an entry point for the table), so I haven't got a clue what the result is for.
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  86 Break Links To <BreakLink />
  86 Break Links To <BreakLink />
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=notes on looklights=
Locklights are particle which indicate whether a door is locked or not.
They are presented in [[OBD:ONLV|ONLV]] (ENVP section) with different names but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".
{|BORDER=1 CELLSPACING=0 CELLPADDING=2 STYLE="border-style:solid; border-collapse:collapse; empty-cells:show; background-color:#f9f9f9;" WIDTH=100% ALIGN=center
|
        [...]
            <Tint>color</Tint>
        [...]
        <Variables>
            <Color Name="color">0 0 0</Color>
            <Float Name="blend">0</Float>
        </Variables>
        <Emitters />
        <Events>
            <Update>
                '''<u><ColorInterpolate></u>'''
                    <Target>color</Target>
                    <font color="#AA0000"><Color0>255 0 0</Color0></font>
                    <font color="#00AA00"><Color1>0 255 0</Color1></font>
                    <Amount>blend</Amount>
                </ColorInterpolate>
                '''<font color="#AA0000"><u><SetVariable></u>'''
                    <Target>blend</Target>
                    <Value>0</Value>
                </SetVariable></font>
                '''<font color="#00AA00"><u><SetVariable></u>'''
                    <Target>blend</Target>
                    <Value>1</Value>
                </SetVariable></font>
            </Update>
            <Start>
                <font color="#AA0000"><DisableNow>
                    <Action>1</Action>
                </DisableNow></font>
                <font color="#00AA00"><EnableNow>
                    <Action>2</Action>
                </EnableNow></font>
            </Start>
            <Stop>
                <font color="#00AA00"><DisableNow>
                    <Action>2</Action>
                </DisableNow></font>
                <font color="#AA0000"><EnableNow>
                    <Action>1</Action>
                </EnableNow></font>
            </Stop>
        </Events>
|valign=top|
The locklight becomes created on level start.
The Update event has three action: '''<u>first one has ID 0</u>''', second has '''<u><font color="#AA0000">ID 1</font></u>''', and third action has '''<u><font color="#00AA00">ID 2</font></u>'''.
<font color="#777777"><Target></font>color<font color="#777777"></Target></font> serves as output and is used by the <tint> tag.
|}




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