XML:BINA/PAR3: Difference between revisions

m
a little wording tweak under <DisplayType>, but we still need to answer these questions some day
m (link fixes)
m (a little wording tweak under <DisplayType>, but we still need to answer these questions some day)
 
(2 intermediate revisions by the same user not shown)
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| How the particle is displayed. (Documentation needed.)
| How the particle is displayed. (Documentation needed.)
: Sprite - always faces screen (ignores <HasOrientation>)
: Sprite - always faces screen (ignores <HasOrientation>)
: RotatedSprite - always faces screen, can rotate on Z axis (''forward into the screen''), needs <HasOrientation>true
: RotatedSprite - always faces screen but can rotate on Z axis (the depth axis); needs <HasOrientation>true
: Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to ''screen axis''?, needs <HasOrientation>true
: Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to ''screen axis''?; needs <HasOrientation>true
: Arrow - fixed to one axis of the origin (forward?, needs <HasOrientation>true)
: Arrow - fixed to one axis of the origin (forward?); needs <HasOrientation>true
: Flat - fixed to one axis of the origin (side?, needs <HasOrientation>true)
: Flat - fixed to one axis of the origin (side?); needs <HasOrientation>true
: OrientedContrail - (no standard, needs setup somewhere else, needs <HasOrientation> ?)
: OrientedContrail - no standard, needs setup somewhere else; needs <HasOrientation>?
: Discuss - (no standard, needs setup somewhere else, needs <HasOrientation> ?)
: Discuss - no standard, needs setup somewhere else; needs <HasOrientation>?
: Decal - sticks to a wall
: Decal - sticks to a wall
: Geometry - uses an M3GM (needs <HasOrientation> ?)
: Geometry - uses an M3GM; needs <HasOrientation>?
|-
|-
|valign=top| <TexGeom>
|valign=top| <TexGeom>
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|valign=top| <UseSpecialTint>
|valign=top| <UseSpecialTint>
|valign=top| flag
|valign=top| flag
| Research note: "true" can be found in BINA3RAPbarab_p02.xml
| Color is based on the health of the character who owns the particle (see the Barabas regeneration particle BINA3RAPbarab_p02 for an example). These colors are the same ones [[XML:ONGS#The_health_display_meter|specified for the health bar using ONGS]].
: true
: true
: false
: false
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: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.


[[Image:DecalWrapAngle.JPG|right|thumb|Test for a "hard edge".]]
[[Image:DecalWrapAngle.jpg|right|thumb|Test for a "hard edge".]]


'''wall decals'''
'''wall decals'''
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: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.
: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.


[[Image:animated_decal.JPG|right|thumb]]
[[Image:animated_decal.jpg|right|thumb]]


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>