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Paradox-01 (talk | contribs) m (side note: there was somehow an easier way to exchange/import geometry)  | 
				Paradox-01 (talk | contribs)  m (new import method)  | 
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=ONWC: Oni Weapon Class=  | ==ONWC: Oni Weapon Class==  | ||
{|class="wikitable" width=100%  | {|class="wikitable" width=100%  | ||
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| <Geometry>  | | <Geometry>  | ||
| link  | | link  | ||
| [[#M3GM|  | | [[#M3GM|Weapon instance]] number (#N). For geometry import/exchange see [[#new_method|HERE]].  | ||
|-  | |-  | ||
| <Name>  | | <Name>  | ||
| Line 166: | Line 166: | ||
==<LaserSight>==  | ===<LaserSight>===  | ||
; Crosshair  | ; Crosshair  | ||
: Default crosshair appears where the laser sight hits environment, corpses, etc  | : Default crosshair appears where the laser sight hits environment, corpses, etc  | ||
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==<AmmoMeter>==  | ===<AmmoMeter>===  | ||
{|class="wikitable" width=100%  | {|class="wikitable" width=100%  | ||
|width=120px| '''XML tag'''  | |width=120px| '''XML tag'''  | ||
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==<Recoil>==  | ===<Recoil>===  | ||
{|class="wikitable" width=100%  | {|class="wikitable" width=100%  | ||
|width=120px| '''XML tag'''  | |width=120px| '''XML tag'''  | ||
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===<AIFiringMode>===  | |||
==<AIFiringMode>==  | |||
w11_ba1 is the only original weapon that use also the second firing mode.  | w11_ba1 is the only original weapon that use also the second firing mode.  | ||
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Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.  | Note that the dodging fire spread set here is entirely separate from the weapon's <u>actual</u> fire spread, that is, the conical bullet fire that a weapon like the autopistol produces (see note at end of the [[OBD:BINA/PAR3#Emitters|PAR3 Emitters section]]). The dodging fire spread is separate in order to allow fine-tuning of the area from which the AI will attempt to escape, rather than simply relying on the calculated cone of weapons fire that is actually produced.  | ||
==<ONWCParticle>==  | |||
===<ONWCParticle>===  | |||
; Transformation matrix  | ; Transformation matrix  | ||
: That's what defines orientation, stretching, etc.  | : That's what defines orientation, stretching, etc.  | ||
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===particle adjustment===  | ====particle adjustment====  | ||
When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location.    | When adding particles in <ONWCParticle> section then the last three values of <Transform> are the particle start location.    | ||
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=M3GM=  | ==M3GM==  | ||
===export===  | |||
: ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni''  | : ''onisplit -extract:obj output_folder input_folder\ONWCfile.oni''  | ||
: version hint:  | : version hint:  | ||
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===import===  | |||
In your 3D editor the weapon must be positioned on XZ plane and pointing into +X (weapon rotation 0, 0, 0).  | |||
The center is located in 0, 0, 0 while the weapon grasp ends at approximate position: X=0,3 Y=# Z=-0,5 and X=0,8 Y=# Z=-0,5  | |||
Now you can create a M3GM file from the geometry.  | |||
====new method====  | |||
To import or exchange weapon geometry simply insert the M3GM's file name into ONWC's <Geometry> tag. For example:  | |||
 <Geometry>M3GMw1_tap_new</Geometry>  | |||
Don't use file suffix .oni  | |||
File prefix M3GM can be absent from the name, it's optional here.  | |||
M3GM files can be created with [[Vago_(tool)|Vago]].  | |||
====old method====  | |||
There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.  | There are some tags which make together the mesh but you basically need to know that you can replace that content with data from another M3GM.  | ||
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