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in response of love_Oni's question
Extract ONCCkonoko_generic in xml format.
Search for particle section.
<ONCPParticle>
<Name>daodan</Name>
<Type>h2h_powerup_e01</Type>
<BodyPart>-1</BodyPart>
</ONCPParticle>
It means that this particle is available for konoko_generic.
The name "daodan" is written inside of TRAMKONOKOpowerup.oni
(You either copy and rename it or use the existing TRAM - but change the links whatever you do.)
(links:) h2h_powerup_e01 is located in level0_Final folder, it has a link to h2h_powerup_p01.
Create a copy of both and rename them if you want to keep the originals. (Don't forget to change the link of the one copy then.)
daodan2 is already used by another file so let's increase the number to 3.
<ONCPParticle>
<Name>daodan3</Name>
<Type>X01_powerup_e01</Type>
<BodyPart>-1</BodyPart>
</ONCPParticle>
X01_powerup_e01 and X01_powerup_p01 are the copies here.
Convert your ONCC back into a .oni file. Place it into level0_Final like the particle files and recombine.
Now let's open OUP, raw editor, and open the copies. It's better to make an additional backup here. It will spare us alot more time than recombining... (Select the file, then the link, and finally click export.)
Ready? Next stop is the wiki. http://wiki.oni2.net/OBD:BINA/PAR3
And here begins the data jungle. ^_^
conversion tools you might need:
* hex to decimal
* float to decimal
Keep in mind that Oni stores alot information in reversed way. When you want to have "00 00 00 3E" converted then write it as "3E 00 00 00" into your tool. (example of a float number).
Made modifications: .. can't remember all of them. But it was for sure color, alpha, lensflare, radius, and lifetime/fading, .. somehow.
(a few OUP offsets)
p-file
* offset 0x00017C : color, hex type
* offset 0x000120 lensflare02 can be changed to any existing lensflare (we could create even new), it determine the particle form
e-file
* offset 0x00806A : amount of particle, float type
Offset can differ from file to file. Try to orient on the file structure somehow. I can't tell you more, that's all I know so far.
_________________
How to activate the particle.
A) One time only
func main
{
## ...
## at the main function's end
check_particle
}
func check_particle
{
chr_wait_animation 0 KONCOMcomb_p
chr_animate 0 KONOKOpowerup
## or another modified animatiion
fork check_particle
}
B) If you want the particle to appear continuously.
The name "super_glow" is reserved for the character's daodan body glow. So you write...
<ONCPParticle>
<Name>super_glow</Name>
<Type>X01_powerup_e01</Type>
<BodyPart>0</BodyPart>
</ONCPParticle>
Make the change in xml-formated ONCC again, convert, recombine, enter the game and type "chenille" when you are in F1-menu. (And it will not turn off when you type chenille again.)
Last edited by paradox-01 (07/15/08 11:07)
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NICE job, Paradox. I think this will be good when we will be creating some daodan discharges for daodanized enemies (Jotunn class for example)
"I am just a mere reflection of what I would be."
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Can't take the credit since the result was more toying than knowing. But I will keep exploring the the particle. Enjoy your break in meanwhile.
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Bumping this because it is a bit useful
Modifications in these pictures:
Gave particles infinite lifetime
Changed the color value to random
Removed the other Daodan glows (so i could see what exactly i was doing)
Increased the emission rate to x4
Changed the attractor from "link" to "hostiles"
What happened: When there was nobody around, the particles just sat there. When there was an enemy (or civilian) around, the particles went to them and...you can see what happened in the first picture. In the second picture, there wasn't anyone around, so I had fun filling the street with rainbow sparkles. Sadly, it seems that unless the particles have a target when they are emitted, they don't do anything, even if I bring in an enemy later. Heh. I should have increased the "AI dodge radius" value to see if I could make an anti enemy field
Last edited by Gumby (07/24/08 22:07)
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Wow, this was something I missed during my hiatus. Very cool, Gumby and paradox!! I look forward to playing with this someday.
Check out the Anniversary Edition Seven at ae.oni2.net!
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You didn't miss it, you just chose not to use it >_>
The info has been there for months...
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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For more info on particles: http://wiki.oni2.net/User_talk:Paradox-01/Project_Imago
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Some goodies
Can anyone guess what the special green particles do?
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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You didn't miss it, you just chose not to use it >_>
The info has been there for months...
Sorry, I was busy moving across the country and all that
And now I'm busy making a certain trailer... you guys feel like contributing something to my effort instead of playing with particles all day? Since you're so good at taking screenshots, maybe you can record some video
Check out the Anniversary Edition Seven at ae.oni2.net!
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"Playing with particles"?! For your information, those particles are there for more than just show
No, my computer is too crappy for videos. I suppose I'll try to make one, but I guarentee nothing.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Any help is much appreciated. Remember post #17 in the Trailer thread has my strict requirements for video so if you can't meet them, I understand.
Sorry if I'm derailing the thread. No, wait, I'm not sorry, this trailer needs to get done, and fast!
Check out the Anniversary Edition Seven at ae.oni2.net!
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You figured it out! Awesome! The green particles drain the energy from you.
Last edited by EdT (07/25/08 23:07)
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Geyser helped a bit (more than a bit), expecially with figuring out how to make Barabus NOT get drained. (For a while the particles drained Barabus and he would end up killing himself instead of healing).
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Iritscen, you do realize that you have a month to make the trailer?
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Do I? Maybe you know something I don't, but even if the Edition comes out at the end of August, we need the trailer in advance of that. You don't usually see movie trailers coming out the day before the movie opens.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Go ask geyser.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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If you thought I was playing around before....
I tried to get it to shoot out DeLoreans, but that created problems...I'm not sure if I imported the delorean correctly.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Burn baby burn! I don't think Konoko will help me test out new weapons any more
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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