XML:BINA/PAR3

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Revision as of 20:04, 13 December 2023 by Iritscen (talk | contribs) (a little wording tweak under <DisplayType>, but we still need to answer these questions some day)
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PAR3 : Particles
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  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
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XML.png
XML

AKEV << Other file types >> CONS

ONIE << Other BINA >> SABD

switch to OBD page

File structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Particle Name="particle_file_name">
       <Options>
           <Lifetime></Lifetime>
           <DisableDetailLevel>[... see HERE for possible flags]</DisableDetailLevel>
           <Decorative></Decorative>
           [...]
       </Options>
       <Properties>
           [...]
       </Properties>
       <Appearance>
           <DisplayType>[... see HERE for possible flags]</DisplayType>
           [...]
       </Appearance>
       <Attractor>
           <Target>[... see HERE for possible flags]</Target>
           <Selector>[... see HERE for possible flags]</Selector>
           <Class />
           [...]
       </Attractor>
       <Variables>
           [...]
       </Variables>
       <Emitters>
           <Emitter>
               [... see HERE for emitter data]
           </Emitter>
       </Emitters>
       <Events>
           [... see HERE for <event_type_tag>]
		[... see HERE for <action_type_tag>]
                   [... see HERE for <parameter_tag>value</parameter_tag>]
		<action_type_tag>
           </event_type_tag>
       </Events>
   </Particle>
</Oni>


Options

XML tag Content type Description
<Lifetime> float Particle exists for X seconds.
X is a float value, so you could write 1.5 if 1 second is too low and 2 is too high.
0 means an infinite lifetime.
<DisableDetailLevel> flag Particle is not created if detail level is too low.
Never
Medium
Low
<Decorative> flag Lower priority for engine; a decorative particle might not always be updated.
true
false
<CollideWithWalls> flag Needed if the particle uses the HitWall event type.
true
false
<CollideWithChars> flag Needed if the particle uses the HitCharacter event type.
true
false
<InitiallyHidden> flag Hides the particle upon creation.
true
false
<DrawAsSky> flag Draws the particle before everything else, supposedly.
true
false
<DontAttractThroughWalls> flag Particle will not detect potential attractor if there is a wall between it and the particle.
true
false
<ExpireOnCutscene> flag Ends the lifetime of a particle on cutscene start.
true
false
<DieOnCutscene> flag Kills the particle on cutscene start.
true
false
<LockPositionToLink> flag Locks the position of the particle to its link.
true
false
<CollisionRadius> float Distance from which HitWall and HitCharacter events are activated.
<AIDodgeRadius> float Distance from which AI will avoid this particle.
<AIAlertRadius> float Distance from which AI will be aware of the danger of the particle.
<FlyBySoundName /> link Sound used when the particle passes by you. To check: does the engine apply the Doppler effect or is it in the sound file itself?
OSBDfile.imp.oni


Properties

XML tag Content type Description
<HasVelocity> flag Needed if the particle is to move.
true
false
<HasOrientation> flag Needed if the particle is to be able to turn?
true
false
<HasPositionOffset> flag Used with LockPositionToLink???
true
false
<HasAttachmentMatrix> flag Used if the particle is to be stuck to a character or wall.
true
false
<HasUnknown> flag ???
true
false
<HasDecalState> flag Used if the particle is a Decal.
true
false
<HasTextureStartTick> flag Used with animated particles. (Documentation Needed)
true
false
<HasTextureTick> flag Used with animated particles. (Documentation Needed)
true
false
<HasDamageOwner> flag Used for particles to either:
A. Not damage a character
B. Credit a character with damage/kills

For this to work properly, the parent of the character must have this set, and the parent of said parent, etc., up to the original particle.

true
false


Appearance

XML tag Content type Description
<DisplayType> flag How the particle is displayed. (Documentation needed.)
Sprite - always faces screen (ignores <HasOrientation>)
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
Arrow - fixed to one axis of the origin (forward?); needs <HasOrientation>true
Flat - fixed to one axis of the origin (side?); needs <HasOrientation>true
OrientedContrail - no standard, needs setup somewhere else; needs <HasOrientation>?
Discuss - no standard, needs setup somewhere else; needs <HasOrientation>?
Decal - sticks to a wall
Geometry - uses an M3GM; needs <HasOrientation>?
<TexGeom> link The texture or model that this particle uses.
TXMPfile.oni / M3GMfile.oni
<Invisible> flag Can't be seen.
true
false
<IsContrailEmitter> flag Emits a contrail.
true
false
<ScaleToVelocity> flag Scales the particle based on the speed it is going.
true
false
<Scale> float The size of the particle.
<UseSeparateYScale> flag Stretches the particle along the Y axis if set.
true
false
<YScale> float Needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled.
<Rotation> ? The rotation of the particle.
<Alpha> float / integer Transparency (0 = fully invisible, 1 or 255 = fully visible)
float: 0.0 - 1.0
integer: 0 - 255
<XOffset> float
<XShorten> float
<UseSpecialTint> flag 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 specified for the health bar using ONGS.
true
false
<Tint> integer Color. R G B A means Red Green Blue Alpha.
R G B
R G B A
<FadeOutOnEdge> flag
true
false
<OneSidedEdgeFade> flag
true
false
<EdgeFadeMin> float
<EdgeFadeMax> float
<MaxContrailDistance>
<LensFlare> flag
true
false
<LensFlareDistance> float
<LensFlareFadeInFrames> integer
<LensFlareFadeOutFrames> integer
<DecalFullBrightness> flag
true
false
<MaxDecals> integer Seems to be a bit broken (someone please test this again).
<DecalFadeFrames> integer The number of frames it takes for a decal particle to fade after it reaches the maximum number of decals.
<DecalWrapAngle> float Degrees. Decal isn't cut off for any connecting planes which meet at an angle equal to or less than this value.

Attractor

XML tag Content type Description
<Target> flag
None
Link
Class
Tag
Characters
Hostiles
EmittedTowards
ParentAttractor
AllCharacters
<Selector> flag
Distance
Angle
<Class /> float Name of a particle that this particle is attracted to.
<MaxDistance> float Maximum distance the particle will detect an attractor from (if using Distance selection).
<MaxAngle> float Maximum angle the particle will detect an attractor from (if using Angle selection).
<AngleSelectMin> float
<AngleSelectMax> float
<AngleSelectWeight> float


Variable storage types

XML tag Description
<Float Name="variable">float_value</Float> A float.
<Color Name="variable">R G B [A]</Color> A color.
<PingPongState Name="variable">?</PingPongState> A float from 0.0-1.0, describes where in the ping-pong state the event is (if my memory is correct).


Parameter value types

Grey is additional for variable section.

0 - variable; variable name follows

<Float Name="variable">variable</Float>

1 - none (action parameters use this to indicate an unused parameter)

?

3 - float; constant; 1 float value follows

4 - float; random; 2 float values follow (min, max)

5 - float; bell curve; 2 float values follow (mean, stddev)

<Float Name="variable">float_value</Float>

<Float Name="variable"><Random Min="float_value" Max="float_value" /></Float>

<Float Name="variable"><BellCurve Mean="float_value" StdDev="float_value" /></Float>

6 - instance; instance name follows

?

7 - color; constant; 1 color follows

8 - color; random; 2 colors follow (min, max)

9 - color; bell curve; 2 colors follow (mean, stddev)

<Color Name="variable">R G B</Color>

<Color Name="variable"><Random Min="R G B" Max="R G B" /></Color>

<Color Name="variable"><BellCurve Mean="? ? ? ?" StdDev="? ? ? ?" /></Color>

0A - int32; constant; int32 follows

?

0B - time cycle; 2 float values follow (cycle length, scale)

<TimeCycle Length="..." Scale="..." />


Emitter

XML tag Content type Description
<Class> link BINA3RAPfile_name.oni (without file prefix and suffix)
<Flags> flag
InitiallyOn
IncreaseParticleCount
TurnOffAtTreshold
EmitWithParentVelocity
Unknown0020
OrientToVelocity
InheritTint
OnePerAttractor
AtLeastOne
CycleAttractors

Research notes - files with Unknown0020 flag:

BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01

<TurnOffTreshold> integer Tag contains the number (threshold) of particle which must be reached before emitter gets turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
<Probability> float

Let's say threshold was set to 10 and probability to 0.5: then you might get 5 particles emitted, sometimes less, sometimes more; it's an average. (threshold * probability = emitted particle)

<Copies> integer It's actually a multiplier; set it to 0 and no particle will be emitted. Copies doesn't affect the threshold counting. The copies are emitted at the same place as the original particle so you might not see any difference (because they overlap each other) until they have a random movement.
<LinkTo> flag
this
0
1
2
3
4
5
6
7
link
<Rate> - Interval in seconds.
<Continous> -
<Interval> float
<Random> -
<MinInterval> float
<MaxInterval> float
<Instant /> -
<Distance> -
<Distance> float
<Attractor> -
<RechargeTime> float
<CheckInterval> float
<Position> -
<Point /> -
<Line> -
<Radius> float
<Circle> -
<InnerRadius> float
<OuterRadius> float
<Sphere> -
<InnerRadius> float
<OuterRadius> float
<Cylinder> -
<Height> float
<InnerRadius> float
<OuterRadius> float
<BodySurface> -
<OffsetRadius> float
<BodyBones> -
<OffsetRadius> float
<Direction>
<Straight /> -
<Random /> -
<Cone> -
<Angle> float
<CenterBias> float
<Ring> -
<Angle> float
<Offset> float
<Offset> -
<X> float
<Y> float
<Z> float
<Inaccurate> -
<BaseAngle> float
<Inaccuracy> float
<CenterBias> float
<Attractor /> -
<Speed> -
<Uniform> -
<Speed> float
<Stratified> -
<Speed1> float
<Speed2> float
<Orientation> flag
LocalPosX
LocalNegX
LocalPosY
LocalNegY
LocalPosZ
LocalNegZ
WorldPosX
WorldNegX
WorldPosY
WorldNegY
WorldPosZ
WorldNegZ
Velocity
ReverseVelocity
TowardsEmitter
AwayFromEmitter
<OrientationUp> flag same flags as <OrientationUp>


Event types

Update
Pulse
Start
Stop
BackgroundFxStart
BackgroundFxStop
HitWall
HitCharacter
Lifetime
Explode
BrokenLink
Create
Die
NewAttractor
DelayStart
DelayStop


schemata 1

           <Event>
               <action_tag_without_parameter />
           </Event>

example 1

           <HitWall>
               <Die />
           </HitWall>

schemata 2

           <Event>
               <action_tag_with_parameter>
                  <parameter_tag>value_or_variable</parameter_tag>
               </action_tag_with_parameter>
           </Event>

example 2

           <Update>
               <SuperParticle>
                   <Variable>emit_rate</Variable>
                   <VaseValue>0.25</VaseValue>
                   <DeltaValue>-0.1</DeltaValue>
                   <MinValue>0.1</MinValue>
                   <MaxValue>20</MaxValue>
               </SuperParticle>
           </Update>

Action types and parameters

A dark gray background marks the start of an action type.
Normal gray background is used for child tags.


XML tag Content type Description
<AnimateLinear> -
<Target> float
<Rate> float
<AnimateAccelerated> -
<Target> float
<Velocity> float
<Acceleration> float
<AnimateRandom> -
<Target> float
<Min> float
<Max> float
<Rate> float
<AnimatePingPong> -
<Target> float
<State>
<Min> float
<Max> float
<Rate> float
<AnimateLoop> -
<Target> float
<Min> float
<Max> float
<Rate> float
<AnimateToValue> -
<Target> float
<Rate> float
<Value> float
<ColorInterpolate> -
<Target>
<Color0>
<Color1>
<Amount> float
<FadeOut> -
<TimeToDie> float Particle gets killed after X seconds; it fades out during that time.
<EnableAtTime> - ??? Update event only ???
<Action> integer Has action X as target in Update event section.
<Lifetime> float Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) starts operating. Till that moment, the targeted action is held inactive.
Example:
If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).
Now, if the lifetime of the particle is set to be 3.0 and the value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside the "Action" tag) will be disabled and will activate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will activate 2 seconds after the particle was spawned.
This mechanism is quite counter-intuitive, hence the detailed description.
<DisableAtTime> - ??? Update event only ???
<Action> integer Has action X as target in Update event section.
<Lifetime> float Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) stops operating. Till that moment, the targeted action is kept active.
Example:
If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).
Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be operating and will deactivate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will deactivate 2 seconds after the particle was spawned.
This mechanism is quite counter-intuitive, hence the detailed description.
<Die /> - This action triggers the Die event.
<SetLifetime> -
float Particle gets killed after X seconds.
<EmitActivate> -
<Emitter> integer Enables emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
<EmitDeactivate> -
<Emitter> integer Disables emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
<EmitParticles> -
<Emitter> integer Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
<Particles> float Integer recommended. Number of particle to be emitted.
<ChangeClass> -
<Emitter> integer Note that first emitter is 0, second is 1, third is 2, and so on.
<KillLastEmitted> -
<Emitter> integer ?; Note that first emitter is 0, second is 1, third is 2, and so on.
<ExplodeLastEmitted> -
<Emitter> integer ?; Note that first emitter is 0, second is 1, third is 2, and so on.
<AmbientSound> -
<Sound> link OSBDfile_name.amb.oni (file prefix "OSBD" and suffix ".amb.oni" are not included)
<EndAmbientSound /> -
<ImpulseSound> -
<Sound> link OSBDfile_name.imp.oni (file prefix "OSBD" and suffix ".imp.oni" are not included)
<DamageChar> -
<Damage> float Integer recommended. Negative damage values don't work.
<StunDamage> float Adds the value specified here to the StunDamage sum variable.
StunDamage has visible effect only for DamageTypes 1, 2 and 6.
<KnockBack> float Character gets moved from its current position by "knockback value", in game world units with 0.1 precision.
(Example: If value here is 100, char gets moved ~99.9 units)

Negative values work as well -- instead of being "knocked back", the character is "drawn in".

<DamageType> flag
0 ("normal")
1 ("minor stun")
2 ("major stun")
3 ("minor knockdown")
4 ("major knockdown")
5 ("blownup")
6 ("pickup")
<SelfImmune> flag
0 - DamageOwner of the particle can be hurt by the particle
1 - DamageOwner of the particle can't be hurt by the particle
<CanHitMultiple> flag Tag is missing if value is 0.
0 - can be applied only once on the character, then is ignored
1 - can be applied multiple times on the target character
<DamageBlast> -
<Damage> float Integer recommended. Negative damage values don't work.
<StunDamage> float Same as the DamageChar's StunDamage.
<KnockBack> float Same as the DamageChar's Knockback.
<Radius> float Radius of the damaging sphere.
(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less than or equal to 100 game world units.
<FallOff> flag
0 - DamageBlast deals the same damage, stun damage and knockback regardless of the distance between the particle and the target character
1 - Inflicted Damage, StunDamage and Knockback linearly decrease with distance.

Example: this flag is set, Radius is 200, Damage is 400, StunDamage is 600 and Knocback is 800.
The target character dwells 150 game world units far from the DamageBlast particle.
When hit by the particle's DamageBlast, PAR3 values of Damage, StunDamage and Knockback will be multiplied by the multiplier:
(200-150)/200 = 0.25
That means the target character will suffer 0.25*400 = 100 Damage, 150 StunDamage and 200 Knockback

<DamageType>
0 ("normal")
1 ("minor stun")
2 ("major stun")
3 ("minor knockdown")
4 ("major knockdown")
5 ("blownup")
6 ("pickup")
<SelfImmune> flag
0
1

Same as the DamageChar's SelfImmune

<DamageEnvironment> flag This tag is not exported if the data field in the .oni file is "00". It is exported when "0A" was set.
0
1
<Explode /> - This action triggers the Explode event.
<DamageEnvironment> -
<Damage> float Integer used.
<GlassCharge> -
<BlastVelocity> float
<Radius> float
<Stop /> - This action triggers the Stop event.
<RotateX> -
<Space>
<Rate> float
<RotateVelocity> flag
0
1
<RotateY> -
<Space>
<Rate> float
<RotateVelocity> flag
0
1
<RotateZ>
<Space>
<Rate> float
<RotateVelocity> flag
0
1
<FindAttractor> -
<DelayTime> float
<AttractGravity> -
<Gravity> float
<MaxG> float
<HorizontalOnly> flag
0
1
<AttractHoming> -
<TurnSpeed> float
<PredictPosition> flag
0
1
<HorizontalOnly> flag
0
1
<AttractSpring> -
<AccelRate> float
<MaxAccel> float
<DesiredDistance> float
<MoveLine /> -
<MoveGravity> -
<Fraction> float
<MoveSpiral> -
<Theta> float
<Radius> float
<RotateSpeed> float
<MoveResistance> -
<Resistance> float
<MinimumVelocity> float
<MoveDrift> -
<Acceleration> float
<MaxSpeed> float
<SidewaysDecay> float
<DirX> float
<DirY> float
<DirZ> float
<Space>
<SetVelocity> -
<Speed> float
<Space>
<NoSideways> flag
0
1
<SpiralTangent> -
<Theta> float
<Radius> float
<Rotate_speed> float
<KillBeyondPoint> -
<Direction>
<Value> float
<CollisionEffect> -
<Effect>
<WallOffset> float
<Orientation>
<Attach> flag
0
1
<SitckToWall /> -
<Bounce> -
<ElasticDirect> float
<ElasticGlancing> float
<Chop /> - This action kills the particle without triggering the Die event.
<ImpactEffect>
<ImpactType> Name of impact, registered in ONIE. The looked-up material is known from the colliding particle. Impt and Mtrl files must exist.
<ImpactModifier>
<Show /> - Unhide particle.
<Hide /> - Hide particle; cannot collide with characters anymore, emitters stay active.
<SetTextureTick> -
<Tick> float
<RandomTextureFrame /> -
<SetVariable> -
<Target> float
<Value> float
<RecalculateAll /> -
<EnableAbove> -
<Action> integer
<Var> float
<Threshold> float
<EnableBelow> -
<Action> integer
<Var> float
<Threshold> float
<EnableNow> -
<Action> integer Enables action X in Update event section.
<DisableNow> -
<Action> integer Disables action X in Update event section.
<SuperBallTrigger> -
<Emitter> integer
<FuseTime> float
<StopIfBreakable /> - ??? HitWall event only ???
Within the HitWall PAR3 event, stops the exection of all PAR3 actions listed BELOW this PAR3 action if the HitWall was called against a breakable material (in vanilla Oni, the only breakable material is glass).

Example: If inside the HitWall event there are actions in this order:
ImpactEffect, StopIfBreakable, DamageBlast
then if the HitWall is called against solid material ('concrete' for example), both ImpactEffect AND DamageBlast are executed. However if the collision is against glass (breakable material), then only ImpactEffect is executed and then the StopIfBreakable prevents the DamageBlast from being performed.

<AvoidWalls> -
<AxisX> float
<AxisY> float
<AxisZ> float
<CurrentAngle> float
<TimeUntilCheck> float
<SenseDistance> float
<TurningSpeed> float
<TurningDecay> float
<RandomSwirl> -
<SwirlAngle> float
<SwirlBaseRate> float
<SwirlDeltaRate> float
<SwirlSpeed> float
<FloatAbovePlayer>
<Height> float
<StopIfSlow> -
<Speed> float
<SuperParticle> -
<Variable> float
<VaseValue> float
<DeltaValue> float
<MinValue> float
<MaxValue> float
<StopLink /> -
<CheckLink /> - Checks if the particle's attractor link is still valid. If the link is no longer valid, BrokenLink event is called.
<BreakLink /> -

Glass-piercing bullets

In the original game, w1_tap goes through normal glass and loses its dangerousness, while a bullet of w8_mbo stays dangerous.

Particle can perform actions if a hit wall event occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass), then <StopIfBreakable /> stops the actions that come after StopIfBreakable. The particle continues to fly. If it then hits a non-breakable material, all actions are executed.

If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.


BINA3RAPw1_tap_p01.xml BINA3RAPw8_mbo_p01.xml
           <HitWall>
               <ImpactEffect>
                   <ImpactType>w1_tap</ImpactType>
                   <ImpactModifier>3</ImpactModifier>
               </ImpactEffect>
               <DamageEnvironment>
                   <Damage>13</Damage>
               </DamageEnvironment>
               <Chop />
           </HitWall>
           <HitWall>
               <DamageEnvironment>
                   <Damage>50</Damage>
               </DamageEnvironment>
               <StopIfBreakable />
               <ImpactEffect>
                   <ImpactType>w8_mbo</ImpactType>
                   <ImpactModifier>2</ImpactModifier>
               </ImpactEffect>
               <Die />
           </HitWall>


Notes on locklights

       [...]
           <Tint>color</Tint>
       [...]
       <Variables>
           <Color Name="color">0 0 0</Color>
           <Float Name="blend">0</Float>
       </Variables>
       <Emitters />
       <Events>
           <Update>
               <ColorInterpolate>
                   <Target>color</Target>
                   <Color0>255 0 0</Color0>
                   <Color1>0 255 0</Color1>
                   <Amount>blend</Amount>
               </ColorInterpolate>
               <SetVariable>
                   <Target>blend</Target>
                   <Value>0</Value>
               </SetVariable>
               <SetVariable>
                   <Target>blend</Target>
                   <Value>1</Value>
               </SetVariable>
           </Update>
           <Start>
               <DisableNow>
                   <Action>1</Action>
               </DisableNow>
                <EnableNow>
                   <Action>2</Action>
               </EnableNow>
           </Start>
           <Stop>
               <DisableNow>
                   <Action>2</Action>
               </DisableNow>
               <EnableNow>
                   <Action>1</Action>
               </EnableNow>
           </Stop>
       </Events>

Locklights are the particles which indicate whether a door is locked or not.

They are present in ONLV (ENVP section) with different names, but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".

The locklight is created on level start.

The Update event has three actions: the first one has ID 0, the second has ID 1, and the third has ID 2.


<Target>color</Target> serves as output and is used by the <tint> tag.

The vanilla BINA3RAPlocklight file doesn't allow new events because of its buggy behavior. Gumby solved the problem by putting the "SetVariable" code into the start and stop event. Additional testing discovered that particles identify doors as characters. A small vid can be seen here (https://www.youtube.com/watch?v=kY8uH5vRt3Q, dead link).

How to set up decorative decals

What are decals?

Decals are images glued onto a wall or ground.
They are used for additional level design and to show weapon damage on surroundings.
The following steps will show you how to place a decorative texture (poster/warning sign/whatever) into a level.

Step 1 - extending the particle collection

The maximum tolerance distance counts 10 units. Let's say the ground height (y) is 45 and the particle is spawned at 55: then this is the maximum tolerance; 56 wouldn't work.
"chr_debug_characters = 1" helps you. But note that the y value is not the head or pelvis height -- it is at the lowest point of the feet.
  • <Rotation> .. see "decal facing"
  • <Class> .. this is your particle file
  • <Tag> .. optional; used when you want to activate or deactivate decals or other particle via BSL
  • <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
  • <XScale> .. Scaling of decal's X dimension on an individual level (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))
       <Object Id="11291" Type="PART">
           <Header>
               <Flags>0</Flags>
               <Position>-988 65 1521</Position>
               <Rotation>270 180 0</Rotation>
           </Header>
           <OSD>
               <Class>decal_particle_name</Class>
               <Tag>decal_BSL_name</Tag>
               <Flags>8</Flags>
               <Decal>
                   <XScale>20</XScale>
                   <YScale>20</YScale>
               </Decal>
           </OSD>
       </Object>


Decal facing
Face the point where you want to have the decal. It's important that your body's facing is accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
PS: When it comes to spawning/displaying, the exact rotation is not needed. Oni has a 66 degree tolerance.
PPS: <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
Test for a "hard edge".

wall decals

                     x     y     z
facing   0 degree: 270 |   0 |   0
facing  90 degree: 270 |  90 |   0
facing 180 degree: 270 | 180 |   0
facing 270 degree: 270 | 270 |   0

ground decals

                     x     y     z
facing   0 degree:   0 |   0 |   0
facing  90 degree:   0 |  90 |   0
facing 180 degree:   0 | 180 |   0
facing 270 degree:   0 | 270 |   0

Step 2 - creating BINA3RAP file

  • file name in this example: "BINA3RAPdecal_particle_name.xml"
  • <CollideWithChars> .. is ignored by decals
  • <HasDecalState>true .. is needed
  • <DisplayType>Decal .. is needed
  • <TexGeom> .. links to TXMP file
  • <Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag
  • <Tint> .. is ignored by decals
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Particle Name="decal_particle_name">
       <Options>
           <Lifetime>0</Lifetime>
           <DisableDetailLevel>Never</DisableDetailLevel>
           <Decorative>true</Decorative>
           <CollideWithWalls>false</CollideWithWalls>
           <CollideWithChars>false</CollideWithChars>
           <InitiallyHidden>false</InitiallyHidden>
           <DrawAsSky>false</DrawAsSky>
           <DontAttractThroughWalls>false</DontAttractThroughWalls>
           <ExpireOnCutscene>false</ExpireOnCutscene>
           <DieOnCutscene>false</DieOnCutscene>
           <LockPositionToLink>false</LockPositionToLink>
           <CollisionRadius>0</CollisionRadius>
           <AIDodgeRadius>0</AIDodgeRadius>
           <AIAlertRadius>0</AIAlertRadius>
           <FlyBySoundName />
       </Options>
       <Properties>
           <HasVelocity>false</HasVelocity>
           <HasOrientation>false</HasOrientation>
           <HasPositionOffset>false</HasPositionOffset>
           <HasAttachmentMatrix>false</HasAttachmentMatrix>
           <HasUnknown>false</HasUnknown>
           <HasDecalState>true</HasDecalState>
           <HasTextureStartTick>false</HasTextureStartTick>
           <HasTextureTick>false</HasTextureTick>
           <HasDamageOwner>false</HasDamageOwner>
           <HasContrailData>false</HasContrailData>
           <HasLensFlareState>false</HasLensFlareState>
           <HasAttractor>false</HasAttractor>
           <HasCollisionCache>false</HasCollisionCache>
       </Properties>
       <Appearance>
           <DisplayType>Decal</DisplayType>
           <TexGeom>animated_texture</TexGeom>
           <Invisible>false</Invisible>
           <IsContrailEmitter>false</IsContrailEmitter>
           <ScaleToVelocity>false</ScaleToVelocity>
           <Scale>1</Scale>
           <UseSeparateYScale>false</UseSeparateYScale>
           <YScale>1</YScale>
           <Rotation>0</Rotation>
           <Alpha>1</Alpha>
           <XOffset>0</XOffset>
           <XShorten>0</XShorten>
           <UseSpecialTint>false</UseSpecialTint>
           <Tint>255 255 255</Tint>
           <FadeOutOnEdge>false</FadeOutOnEdge>
           <OneSidedEdgeFade>false</OneSidedEdgeFade>
           <EdgeFadeMin>0</EdgeFadeMin>
           <EdgeFadeMax>0.5</EdgeFadeMax>
           <MaxContrailDistance>0</MaxContrailDistance>
           <LensFlare>false</LensFlare>
           <LensFlareDistance>0</LensFlareDistance>
           <LensFlareFadeInFrames>0</LensFlareFadeInFrames>
           <LensFlareFadeOutFrames>0</LensFlareFadeOutFrames>
           <DecalFullBrightness>false</DecalFullBrightness>
           <MaxDecals>100</MaxDecals>
           <DecalFadeFrames>60</DecalFadeFrames>
           <DecalWrapAngle>60</DecalWrapAngle>
       </Appearance>
       <Attractor>
           <Target>None</Target>
           <Selector>Distance</Selector>
           <Class />
           <MaxDistance>150</MaxDistance>
           <MaxAngle>30</MaxAngle>
           <AngleSelectMin>3</AngleSelectMin>
           <AngleSelectMax>20</AngleSelectMax>
           <AngleSelectWeight>3</AngleSelectWeight>
       </Attractor>
       <Variables />
       <Emitters />
       <Events />
   </Particle>
</Oni>

Step 3 - creating TXMP file

  • file name in this example: "TXMPanimated_texture.xml"
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.
Animated decal.jpg
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Texture>
       <Flags>HasMipMaps  AnimUseLocalTime  AnimBackToBack  AdditiveBlend</Flags>
       <Format>RGB555</Format>
       <Speed>4</Speed>
       <Image>TXMPanimated_tex_part_000.tga</Image>
       <Image>TXMPanimated_tex_part_001.tga</Image>
       <Image>TXMPanimated_tex_part_002.tga</Image>
       <Image>TXMPanimated_tex_part_003.tga</Image>
       <Image>TXMPanimated_tex_part_004.tga</Image>
       <Image>TXMPanimated_tex_part_005.tga</Image>
       <Image>TXMPanimated_tex_part_006.tga</Image>
       <Image>TXMPanimated_tex_part_007.tga</Image>
       <Image>TXMPanimated_tex_part_008.tga</Image>
       <Image>TXMPanimated_tex_part_009.tga</Image>
       <Image>TXMPanimated_tex_part_010.tga</Image>
   </Texture>
</Oni>

Step 4 - show or hide decals via BSL

Fork "respawnable_decals" in your main function

var bool first = 1;

func respawnable_decals
{
	chr_debug_characters = 1
	dmsg "( punch to hide a few decals now )"
	### decal is already present so we begin with stop function
	fork kill_decal
}

func kill_decal
{
	sleep 30
	chr_wait_animtype 0 punch
	dmsg "( punch detected; [r.deactivating decals now] )"
	### has effect at all particle with chosen tag
	### in the vid, obviously the two decals use the same tag
	particle decal_BSL_name kill
	if (first eq 1)
	{
		dmsg "( kick to show a few decals now )"
		first = 0;
		sleep 60
	}
	fork create_decal
}

func create_decal
{
	sleep 30
	chr_wait_animtype 0 kick
	dmsg "( kick detected; [b.activating decals now] )"
	particle decal_BSL_name create
	fork kill_decal
}


How to set up decorative character items

Based on geyser's "silly world" experiment.

Marks, bags, goggles, decorative LSIs, flashlights, and other equipment could individualize characters by using a (BSL-triggered) particle workaround.


Step 1: ONCC modifications

First we need to create a connection to the character. For this, we use the Daodan particle system.

<HasDaodanPowers>1</HasDaodanPowers>

Now it's enabled for this character. Next we register our item (the holding particle) in the ONCP section.

<ONCPParticle>
  <Name>super_shades</Name>
  <Type>silly_shades</Type>
  <BodyPart>10</BodyPart>
</ONCPParticle>

<Name> As long as super stands at beginning, the further naming is unimportant.
<Type> This is a link to the particle file.
<BodyPart> This is the body part where the particle is attached to. Position fine tuning can be done in M3GM's PNTA section, <Positions>.


Step 2: creating the item files

  • BINA3RAPsilly_glasses.xml
Needed modifications:
<Lifetime>0</Lifetime>

<HasAttachmentMatrix>true</HasAttachmentMatrix>

<DisplayType>Geometry</DisplayType>

<TexGeom>silly_shades</TexGeom>

<Events>
 <Start>
  <Show />
 </Start>
 <Stop>
  <Hide />
 </Stop>
</Events>
  • M3GMsilly_shades.xml
<Texture>TXMPsilly_shades_tex</Texture>
  • TXMPsilly_shades_tex.xml


Step 3: preparing the BSL stuff

  • BINACJBOCharacter.xml

<Spawn>silly_setup</Spawn>

  • shpadoinkle.bsl
#character spawn function
func silly_setup(string name) {
	chr_lock_active(name)
	chr_super(name, 1)
	sleep 2
	chr_super(name, 0)
}
Karen: "Ready for the Matrix. HAR-HAR."
silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
Only the AI would need chr_lock_active.
chr_super becomes disabled again to prevent other Daodan effects (in case our character has a chenille or other visuals). We don't have to worry about the item, its lifetime was set to 0 (infinity). ("chr_super 0" only hides the particle, it doesn't kill it.)
func main {
	# [...]
	p3_callevent silly_glasses 2
	# [...]
}

2 corresponds to <Start> tag and 3 corresponds to <Stop> tag in BINA3RAPsilly_shades.xml This can switch the item on and off. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen HERE.

Extra demo

For all Gundam Seed fans out there: Phase Shift shades. ^_^ Nope, the texture of an object cannot be replaced by another. But by using three different pairs of shades, we can create this illusion. There are blue shades. A pair that uses an animated texture. And a red pair. The animated pair is only temporarily used.

func spawn_karen {
	chr_super karen 1
	### all three shades particles created
	sleep 2
	### now but we need to hide them
	chr_super karen 0
	### show only blue shades for the start
	p3_callevent shades_blue 2
}

func phase_shift_shades {
	p3_callevent shades_blue 3
	p3_callevent shades_blue_red 2
	sleep 20
	p3_callevent shades_blue_red 3
	p3_callevent shades_red 2
}