User talk:Geyser/DoxProjectImagoTalkBackup

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Willow Kick

Why use the willow kick for powering up when you could just as easily use the taunt animation. As a bonus, you would only be able to powerup in the presence of enemies. ;) I'd also reccommend making an extra TRAM+TRAC for those characters that use this ability that replaces their taunt animation with the Konoko Daodan surge anim. Gumby 01:17, 21 April 2009 (UTC)

Actually I wanted a move which is difficult to pull off but your "powerup in the presence of enemies" scores. Thanks for the input. Will adept the "powering up concept" when I toyed enough with new Chenilles. =) Paradox-01 16:39, 23 April 2009 (UTC)

regeneration mechanism

regeneration if possible (I hope we can make use of Barabas' animation)

I was thinking about that recently, hopefully, I'll have some time to start investigating. Also, what about Barabas' rocket particles? How could we use that?
EdT 04:17, 16 June 2008 (CEST)
Here's an idea: flip them horizontally. Instant hadouken! (Reminds me of the movie Ironman). Hmm. I wonder if there is an ironman model I can import floating around somewhere.
Gumby
Regeneration: you can add Barabas' particle into an ONCC of your choice, write the animation into a BSL script, and trigger it by a kick or punch. Effect: the particle are there but no regeneration. (That's my experience at least.) So I guess there is an event that lunches Barabas' animation and regeneration in a separate way but a the same time. OBD:BINA/OBJC/CMBT (offset: 0x68)
(Advanced) 06 and 09 might stand for Barabas' regeneration an Mukades' teleporter. On the other hand I hope this is not the case and we just have to modify something in his TRAM.
Rocket particle: I thought in direction .. flamethrower .. but that might be a bit too cruel.
Why not plasma balls as hadouken? (We lunched Mukade's "firework" from Konoko *some* time ago. I think it shouldn't be too difficult to replace the firework particle.)
Iron Man: hm, why not. I always wanted to see some TCTF combat SLD in Oni. =D
--
I'm away for a while. RL stuff.
Paradox-01 10:27, 16 June 2008 (CEST)
I am sorry to interfere, but:
Barabus's CMBT behaviors explanations:
07 - Barabbas melee:
  • Gunfire is disabled (with this behavior, AI will never shoot), AI can melee only
  • has healing mechanics:
-When health drops below 40% of base health (specified in ONCC, beware while playing on hard, char has more health but this mechanics still work with value written in ONCC), healing mechanics start
-While these in command, AI tends to retreat for some specified time; if enemy is too close all the time, this mechanics are terminated for some time, than they will start again
-If AI manages to be in some specified (hardcoded) distance from the enemy, it starts healing: calls animation with animation type 219 (powerup) and animation state which corresponds to the animation state AI is in right now (07 for normal stance); this is BARABpowerup_start animation, which links this system to BARABpowerup(anim state 68). BARABpowerup then loops until engine forces this AI back into 07 state (normal stance). This is just EYE-CANDY but it is required by this system for AI to be in anim type 219, anim state 68, otherwise healing won't start. Together with this, engine starts something similar to elderrune cheat for this AI. THAT is what heals AI.
-these mechanics can restore health up the max 80% of base health. Then AI is forced to stop healing, but these mechanics can be called again if health drops below 40% of base health again. Amounts of healed hitpoints are added together. After sum of all healed hitpoints reaches value equal to the base health of AI, AI stops healing and cannot heal anymore. Thus regeneration is limited.
06 - Barabbas advance:
  • AI switches to melee only if it is forced by CMBT profile (melee override) or if it has no weapon, otherwise it stands in rifle/pistol mode if it has a weapon
  • AI runs towards enemy and fires with SECONDARY fire mode
  • once in about 300 time units, AI shoots with PRIMARY fire mode
  • has same healing mechanics as Barabbas melee
05 - Barabbas shoot:
  • AI stands and shoots with PRIMARY fire mode if it has some weapon, fire rate is quite slow (one shot in about 200 time units)+ AI shoots a bit inaccurately with pistols (on purpose-it was meant to operate only WMC, which shoots accurately)
  • when no weapon, AI switches to melee
  • has same healing mechanics as Barabbas melee

By the way, healing cannot be done via PAR3 system as far as I know (just for info). I hope this post helped

--Loser 18:19, 16 June 2008 (CEST)
Paradox is respawning. ^^
Hmm... Looks nicely complicated, thanks for explaining. But now I've new questions.
You said that CMBT behavior 05, 06 and 07 contain healing mechanics. Do you know more details about it? Is the type of trigger (health level) and the actually needed amount (one of them or both) stored there or hardcoded in the engine?
If it is hardcoded: maybe SFeLi can build something into the daodan dll. Some kind of script cheat. I hope so because geyser and he created also "kangaroo", "bulletproof", etc.
Paradox-01 22:35, 20 June 2008 (CEST)
Wait, why can't healing be triggered with particles? You can trigger animations with them, can't you?Gumby 05:05, 21 June 2008 (CEST)

status indicator

An idea for the status indicator: Reuse Barabus's post-regen particles with different colors. Green => Orange => Yellow => Red => Purple or something. >_> --Gumby

This depends on the color giving mechanism. Let's hope it isn't in the engine again. And don't expect fast progress here, I'm still not used to all this. -_- --Paradox-01 16:32, 24 July 2008 (CEST)
I meant just copying\editing his particles. Not that I am any good at doing that. I tried to turn Konoko's Daodan glow a different color. ANY other color. Nothing. Which files should I be editing in OUP (at around offset 17C)? Once I get this whole thing figured out I will be a bit more useful :)

Gumby 21:35, 24 July 2008 (CEST)

Not all particle files store color information. It should be superglow_p01, super_e01, super_p01 and super_p03 for Konoko's Daodan at offset 0x17C (in OUP at least). Any recombining with onisplit will undo the changes made by OUP, so don't do that. =)
Another reason why you haven't seen the changes could be: Loser and Ed edited some ONCC recently. When you use that files check if konoko_generic have daodan links in her ONCP part. (For that convert her ONCC into xml format.)
It's not a good idea to look it up in OUP because there ONCP files are unnamed. Point is: in my ONCCkonoko_generic are no daodan links anymore. If you also can't find them then shapeshift to a another version of Konoko to see the changes.
Barabas' regeneration animation is ~powerup~. First used particle can be found in the ONCC again. You can track any other linked particle down form here on with a hex editor. After gathering all information you can search of color indicators: 03, 07, 08 (..I think). (There are tree files in total: powerup_e01, powerup_e02 and powerup_p01.) Let's search under the keyword "tint" and do some changes. .. Ahm, it's late already, have to sleep. --Paradox-01 23:19, 24 July 2008 (CEST)
Finally got it to work. One thing I am not so sure on: The bits are like this: AABB CCDD.
AA: Blue
BB: Green
CC: Red
Unfortunatly, I can't figure out what DD is supposed to do. :(
Should be alpha (transparency).
  An idea for the status indicator: Reuse Barabus's post-regen particles with different colors. Green => Orange => Yellow => Red => Purple or something.

Oni reads Barrabus's regeneration colours from the ONGS file (health colours @0x060+).

Ssg 13:42, 25 July 2008 (CEST)

Okay now we can be sure, thank you. -- Next stop then: trying remove the link and setting normal hex color information (if possible). --Paradox-01 16:05, 25 July 2008 (CEST)
Okay, I think I've got it. At all of the parts of the powerup particles, at 0x178 it reads "0000 0000" meaning the tint is referencing a variable. When you look at 0x17C on the ASCII portion of the screen it reads tint. In theory (meaning I'm jsut about to try it) if we change 0x178 to "0700 0000" and 0x17C to a color of our choosing, we should get a custom color...:)
A question: if we attach a different particle to a character and change it's values to what Barabus's read, will we get the same thing? Tint is probably the same variable that is referenced in the hit flashes (someone check that out please?)
Gumby 19:09, 25 July 2008 (CEST)

[Image:purplebarab.jpg]

Barabas, the Vamp

Hmm. At geyser's request, I attempted to make the little particles damaging. Unfortunately, I cannot get the little buggers to detect collision with characters (I set it to damage and then die when it hits a character, and niether of those is happening). Flag1's values are set to 0007 0080 and flag2 is 0900 0000. I can upload a copy of the BINA file if you want me to...

Somehow I remember that. He want it to look like Barabas is stealing health from player, right?
I'm going to synchronise my file(s)(BTW, which of the three particle do you use? <.<) In meantime: Did you registered the actions type already? OBD:BINA/PAR3/Actions Look at ID 26 (damage char) and into your file... Maybe you know where to put this in then.
Oh and, 0x3C. There you can also register a hit_char event. --Paradox-01 21:51, 25 July 2008 (CEST)

Yes, I did both of them :( I used p01 (the little dot things). It looks really nice btw if you turn the circles purple and the dots green :)
Here (https://dl.getdropbox.com/u/60508/FloatingDots.BINA, dead link) is the BINA file if you want to take a look. Gumby 22:21, 25 July 2008 (CEST)

Thanks for the file. I tried to go on with that. But still no success. Hmph, there's too much data to take care about. Will wrote down some problems here later. PS: I'm away for one or two days. ~sigh~ --Paradox-01 00:14, 26 July 2008 (CEST)

I fixed it. A simple typo. Now to track down how to make Barabus not die when he regenerates -_- Gumby 02:03, 26 July 2008 (CEST)
Fixed that too. It works pretty well. Barabus regenerates, and if you don't stop him early, you have to let him finish. :) Of course there is another way to stop him...:P The wiki needs updating just a little bit, I suppose I'll do that soon. Also, .oni\.BINA files coming soon.

screen_shot00078.jpg Gumby 04:30, 26 July 2008 (CEST)

Hey, nice idea. Have you finished that? Can Barabus's regen hurt you? --Loser 05:47, 26 July 2008 (CEST)

Yeah.
In OUP .BINA format :) (https://dl.getdropbox.com/u/60508/BarabusPowerups.rar, dead link) I can get .oni if you really need me to, but this should do good enough for anyone who is really interested in testing this, while it is untweaked. It works pretty good though. I'd like to add little flashes when it hits a character, and I think I need to make the particles actually disappear, instead of floating into oblivion. Gumby 07:05, 26 July 2008 (CEST)

some of my writing deleted. Was updated, see below.

P.S.:I don't think we need flashes for hits, after first death everybody will realize it is wrong idea to come close ^_^

Have fun, it is yours, --Loser 06:25, 28 July 2008 (CEST)

Ok, I'll look at it in a bit :) Gumby 16:54, 28 July 2008 (CEST)


HERE is updated version. This is probably the last version of Barabus's hurting regen from me. Rest is on you, I just wanted to help.

powerup_e02: - changed emitter settings again, so regeneration looks more like draining energy from outside world (original looks like "waves" of powerup_p02, I changed it so it is more random)

powerup_p01:

  • again increased size
  • added alpha variable which controls alpha channel of particle's image, starting value is zero (particle is invisible)
  • added action to "update" event which raises alpha from zero to one (full visiblity) within some time

reason of changes: I didn't like how those "dots" suddenly appeared, it was too forceful. I added this alpha control in order to make it look more like small condensing balls of energy. I think it looks better, because you see how those "energy balls" fluently condense from air and then go to Barabus, instead of sudden appearing out of nothing. See for yourself.

P.S.: And about decals: open OUP, then find particles which begin with d_. d_BULLETHOLE is mark on wall from w1/w2; d_GLASSCRACK is mark on glass from w1_/w2 and so on.

  • Open particle, go to line 0x000200. there should be 9th byte on that line where value 100 (64|00) is written. That is number of decals of this particle. Well, change it to 0 (unlimited ^_^).
  • Next to it (11th byte) there is 60 (3C|00) or some big number (58|02). That is how long should decal last before it fades. Dang it, zero this too ^_^'. Now save and ... good luck with trying to overload engine ^_- In fact you will learn that engine still somehow corrects number of decals, but now you can have more than 100, which is good as well ^_^

--Loser 21:57, 28 July 2008 (CEST)

Jumping in... I replaced the BINA3RAPpowerup_p01.oni, BINA3RAPpowerup_e02.oni with Loser's. Now what else is needed to get Barabus's hurting regen to work?

EdT 04:30, 29 July 2008 (CEST)

You have to open powerup_e01 as well, then first line, last 4 bytes (flags1, see OBD:BINA/PAR3), add "has damage owner". That way, it should work, Barabus should not hurt himself but he should damage others if they come close.

--Loser 06:00, 29 July 2008 (CEST)

Thanks. I do need to recompile my level0 (something I dread) because I corrupted one of the weapons so much that OUP refuses to open it. I'll stick that in when I do. Also, did you get a chance to look at the weapon I sent you? Gumby 06:45, 29 July 2008 (CEST)

Well I changed 01800000 to 01801000, but it still did not work. Gumby, can you send me the .oni version of the files so I can try out the regen hurt? Thanks

EdT 06:51, 29 July 2008 (CEST)

I had the same problem but "has damage owner" fixed it. Maybe you haven't save the change. (Happens to me sometimes. ^_-)
--Paradox-01 20:39, 29 July 2008 (CEST)
http://gumby.oni2.net/barabus%20particles.zip Have at it.
Gumby 01:34, 30 July 2008 (CEST)

Okay, in a bit. I'm just finishing a few things up.

A mystery I have found:

w3_phr_p03 - is the particle for the white trail behind the projectile for the plasma rifle - the texture is "point" (ignore the junk data "sh1" that was laziness on the part of Oni's devs). The texture "point" is just a blank square. What is controlling the shape of it? I'm trying to change it into a more laser like texture, but i need to figure out what the deal is here.

I'm probably missing something big, but sometimes you need a different person to see what you are missing, right?

Gumby 20:07, 29 July 2008 (CEST)


new weapon: disruptor rifle

About w3_phr_p03 : image is point, yes, but this point is stretched. In particle, notice two variables used:

  • Scale - controls overall size of image, originally set 1 (00|00|80|3F), variable part starts at line 0x000340
  • yScale - controls only Y axis size of image, originally set 16 (00|00|80|41), variable part starts at line 0x000400, 14th byte

These variables are then used in two actions of "update" event. Both actions are "linear change", so they control how fast value raises/decreases. But increases/decreases for which amount? I don't know, but there is 0x0008 (scale to velocity) set in Flags1. So maybe it uses velocity of particle as this value. I hope this is enough for answer.

Now to question: you want to make something like Talon disruptor rifle from Jedi Academy (that annoying gun with zoom which make target vaporize when fully charged) ?

--Loser 22:07, 29 July 2008 (CEST)

Hehe. I love the disruptor rifle. I play MB2 (JKA mod) in my spare time. No, that's not what I was trying to make with the weapon I sent you (I fixed the problem i was having btw), but it wouldn't be that hard. We already have the basis for a near instantaneously attacking rifle. Vaporizationation is...not something I can think of an easy way to do, other than somehow combining Particle actions and BSL scripting...can we attach a trigger volume to a moving projectile? Gumby 22:39, 29 July 2008 (CEST)

Hmm. Got the particles working ok. (Red Lazer of death) but I can't find a model of it anywhere. I looked in my jedi academy assets and it seems to be in either md3 or glm format, I can't tell which...
...then again, taking stuff from LucasArts is a bad idea. IIRC they do get annoyed when people port models from one game to another (jk2 to jk3 for example). Oh well. I suppose I'll just give the current rifle a reddish tint and be done with it.
Gumby 20:15, 30 July 2008 (CEST)
Gumby, if you can't get anyone to texture THIS (which for the sake of our community I hope is not the case), then I suggest you work off the silenced machine gun (https://www.turbosquid.com/FullPreview/Index.cfm/ID/221645, dead link) or maybe THIS (the latter is not too serious, but it can be a nice double Easter Egg if you add a Fire Nation sigil to the butt of the gun). You can also use a Jackhammer shotgun if you find one. --geyser 20:51, 30 July 2008 (CEST)
Jumping in...
w20_lzr.jpg
The files are here: http://edt.oni2.net/AE_Files/w20_lzr.zip
EDIT: Rough UV map created. The zip file now contains the .obj, mtl and texture file in layers.
Hope this helps.
EDIT: The pallet rifle is in .max format, I looked for a converter and could not find one. If someone can convert it to .obj, then I can import it to Oni.
EdT 23:59, 30 July 2008 (CEST)
Thanks a lot for w20_lzr - doesn't the mesh look awesome even when it's all gray? ^_^ maybe match the position of the right hand though, and settle for the left hand sticking through the mesh a bit. MAX is a proprietary format, so you have to find someone who uses Max (Pierre, Ricker, maybe someone I don't know). There are a couple of converters that attempt to read Max (e.g., 3D Exploration on PC), but the UV coordinates are lost in the process. While you're at it, maybe import the "silenced machine gun" (https://www.turbosquid.com/FullPreview/Index.cfm/ID/221645, dead link) - or pimp up 17secs's AEG rifle?
https://starwars.fandom.com/wiki/DXR-6_disruptor_rifle This is what I am talking about. The same function as the mercury bow, but operates on the other end of the temperature spectrum. Not the evil thing I was trying to make for you. ^_^ I'm going to change the current wall decal to a more blasting one, that glows and then fades to black. Setting them on fire might be fun too, but not important. The weapon normally has two modes, mode 1 being a ROF at around that of a plsma rifle, doing medium damage, and mode two being a charge mode that uses more ammo, but is usually instakill. If I make two modes, the charging version will NOT use an actual charge. I will use the weapon cooloff timer to imitate a recharge. I could try to use some sort of a timer ala the SBG, but it would be messy, and wouldn't fit right with the ammo usage.
For a model THIS ONE seems most appopriate. I'll ask around for someone to texture it.
Gumby 21:50, 30 July 2008 (CEST)
Unless you plan to stage scripted scenes that gib characters (à la mad bomber) at the exact moment when you shoot them, why do you bother with a weapon you can't easily implement in time for the trailer? The trailer doesn't care about firing modes or crashes or anything a release of the Edition would care about. All it cares about are visuals: that's what makes it modder-friendly, if you're creative and willing to play along. One thing you could try for your super-duper-rifle is a blown-up effect that would throw the target in the general direction of the flying bullet (à la Schwarzie-Eraser). I wouldn't make much damage, but in conjunction with character-wall collision or cratering it could be quite exotic and it would look good as a trailer highlight. Another exotic thing you can do is a grenade (or plasma ball, why not) that keeps bouncing off walls but explodes on characters (or sticks to them and burns them later; OK, that's a Halo ripoff, but it's still good fun ^_^ ) also, the rocket launcher can be done very easily (there's even a warhead in Oni for you to use), and the faster it's done, the better. So enough sabotage for now, let's get busy with what can make a difference for the trailer. As for the NGE Pallet rifle, as you can see it's already textured so I hope you won't have much trouble beating it into shape (it might be a good idea to change the color scheme a little bit; the Fire Nation sigil is... just a suggestion ^_^ ). If you get busy with bouncy grenades or bazookas, I'll direct you to mesh candidates. --geyser 22:57, 30 July 2008 (CEST)
There is an east way to get rid of bodies? Either way, I'm thinking semi long term. For now, what I have will work, pending I can import the model correctly :). And the plasma ball has already been done in HL2. Secondary fire of the Combine's rifle, OR one of the puzzle devices of Portal. :D But those are unaffected by gravity...or is that what you wanted? Really though, my modding will be restricted to an hour or two a day, as I am using a shared computer ATM. My processor died, and I have to find some way to get a new computer. I should have enough time to whip up a few things though :)Gumby 23:29, 30 July 2008 (CEST)
@ rocket luncher: search mode could be copied from scram canon, right? --Paradox-01 23:52, 30 July 2008 (CEST)
@ dox: yes, you can use Scram stuff for auto-homing missiles, but I think a powerful, straight-flying and very destructive missile is easy to make and practically a must, top priority... Technically, there could be a possibility for the missile to home in on laser-designated "spots", but that's more work than anyone should commit to right now. @ gumby: well, no, no easy way to gib bodies, except by making them mad bombers with 0 delay and insta-boom death particle, and then insta-killing them with your death ray or whatever. That kind of stuff can only be "staged" at this point (e.g., for the trailer), so you have to decide if you have the guts to do so ^_^ the mini-grenades I had in mind were gravity-affected, so not like Portal's pellet, more like Halo's plasma grenade, definitely: less deadly but fired by a gun in rapid succession; could be a nice alternative to the flame thrower... it's not as AI-friendly though: for the flame thrower, the AI only have to try and dodge a firing spread, for the grenades, we're back to projectile dodging which doesn't quite work yet --geyser 02:43, 31 July 2008 (CEST)
Okay, I will start on the rocket tomorrow morning. Would you want the grendates to be a secondary fire of the rocket? Gumby 06:20, 31 July 2008 (CEST)

I need help...

I would like to bind new discharge particle to animations.

For example: ninja super attacks (TRAM) use "ninflash1" at offset 0x140. "ninflash1" it registered in ONIA. There's only the modifier and the type left. "Nin_Super_Kick" (listed as type) is an impact file which is sorta redirected to impact file "Default" in the end.

           <ONIAImpact>
               <Name>ninflash1</Name>
               <Type>Nin_Super_Kick</Type>
               <Modifier>Heavy</Modifier>
           </ONIAImpact>

Here is the actual problem: "Nin_Super_Kick" in ONIA calls somehow "h2h_ninflash_e01" particle which I want to edit. From where they are looked up? Somebody know this?

--Paradox-01 17:48, 30 July 2008 (CEST)

It is in the TRAM. I'm pretty sure at least :P Just Control+F "particle" Gumby 20:15, 30 July 2008 (CEST)

I am sorry to disagree Gumby, but you are not correct. From TRAM there is looked up only special impact effect (so it does not use generic one). Now:

  • ONIA stores all possible impact effects (impt) for this ONCC. File of all impact effects is ONIE (level0.raw; it is BINA file), which contains data about impact effects (and is my long-time favourite playground by the way as I think it need a few changes ^_^). Here you have to find "your" impact effect(which is a bit confusing when you are here at first visit), find its reference to PAR3 (if there is any) and...than you can change it (simply rewrite it with other particle). Is this enough? If not, write.

--Loser 20:42, 30 July 2008 (CEST)

Loser, thanks! I found the reference there (Nin_Super_Kick and (2x) h2h_ninflash_e01).
Replacing one will not work since I want to *add* such kind of particle. Did you already make such modding? If yes: what all is necessary to change/add besides the header and the three references (or is it enough)?
By the way, I watched your vid about alert becoming enemies when they are touched by the player. You like to bring realism into Oni so here is a new idea: more damage for hits and/or gun shots onto character's heads. You could create a particle which cause this additional damage. At ONCC bottom there's CBPI (Character Body Part Impacts) which contains "ImptHead_Hit". Maybe you can use that to attach/trigger something. (For that point: It would be like Barabas when he was hurting himself.)
--Paradox-01 23:30, 30 July 2008 (CEST)
Is there a way to modify a particle so that it could look like the blade of a light saber? Useless in game, but eye candy for the trailer EdT 17:07, 15 August 2008 (CEST)
I've too less experience in general and no in weapon editing at all, so guesses is all I can give you.
H2H particle violet flash.jpg
Weapons (like plasma rifle) have particle attached which marks that these weapons are loaded. I think it will be easier to use these fixed instead of firing particle. It should be possible to modify/exchange one of these particle and to remove the rest. Are they listed in the ONWC ? Now I would extract h2h_ninflash_p02 (xml format). It use a texture called h2h_streak. The texture is not big which means that h2h_ninflash_p02 determines how it is scaled. Try to reduce it to one streak. I hope Gumby or OniRulz can tell you more about weapon particle. --Paradox-01 18:19, 15 August 2008 (CEST)
  1. You could model the blade of the lightsaber, and have it attach itself to the weapon as a particle
  2. You could have a stream of particles come out of the hilt and disappear, either using lensflares, contrails, or both. Not the most fun of ideas to plan, but viable, and maybe even look nicer in the end (and imitate what a lightsaber actually does if the particles pingponged :P)
Either way, you will want to adjust it to be emitted from the hilt when you pull the weapon out.
(Hides before geyser notices him distracting EdT)
Gumby 21:08, 15 August 2008 (CEST)