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CarlKenner

Os Big Editor 0.62 (fxparticlesystemtemplate)

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Your awesome! *whispers* could you attach the fxparticlesystem template file to this topic so I can start some stuff on it, Im not near my cnc3 computer and wont be for a couple days... THANKS!!! */whispers*

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Ok Ched from T3A sent me the FXParticleSystemTemplate.xml yesterday. I Started working on it yesterday and already I've written 2,000 lines of code, all the main stuff is done

Thanks for uploaded that though!! I'll keep you updated on my work

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An extracted one from the OS BIG Editor.

 

I'm typing up a Tutorial on FXParticleSystem's and how they work. It gives you descriptions and functions of all their members, then goes step by step how it works in the game.

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If you need information about the default values of each field, I can try to find them out for you by looking at the disassembly again. I programmed it so that it exports all the fields, whether they are the default or not, since I figured that was more useful, but most of the fields are actually optional and have default values.

For example, I think all the low= high= default to 0.

 

And if you need information about the possible values each field can take, here they are:

 

const RotationTable: Array[0..$5] of String = (

'INVALID_ROTATION',

'ROTATION_OFF',

'ROTATE_X',

'ROTATE_Y',

'ROTATE_Z',

'ROTATE_V'

);

 

const PriorityTable: Array[0..$6] of String = (

'INVALID_PRIORITY',

'ULTRA_HIGH_ONLY',

'HIGH_OR_ABOVE',

'MEDIUM_OR_ABOVE',

'LOW_OR_ABOVE',

'VERY_LOW_OR_ABOVE',

'ALWAYS_RENDER'

);

const ParticleTable: Array[0..$8] of String = (

'INVALID_TYPE',

'PARTICLE',

'DRAWABLE',

'STREAK',

'VOLUME_PARTICLE',

'GPU_PARTICLE',

'GPU_TERRAINFIRE',

'SWARM',

'TRAIL'

);

const ShaderTable: Array[0..$A] of String = (

'INVALID_SHADER',

'ADDITIVE',

'ADDITIVE_ALPHA_TEST',

'ALPHA',

'ALPHA_TEST',

'MULTIPLY',

'ADDITIVE_NO_DEPTH_TEST',

'ALPHA_NO_DEPTH_TEST',

'W3D_DIFFUSE',

'W3D_ALPHA',

'W3D_EMISSIVE'

);

 

const GeomTypeTable: Array[0..$3] of String = (

'INVALID',

'SIMPLE_QUAD',

'CENTERED_QUAD',

'TWO_CONCENTRIC_QUADS');

 

const MotionTable: Array[0..$3] of String = (

'INVALID',

'NOT_USED',

'PING_PONG',

'CIRCULAR');

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Thanks but way ahead of ya. Already have everything described and defined for the FXParticleSystemTemplate. I should have the tutorial done by today or tommorow

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If its a FX effect than yes you will be able to make it anyway you want it

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You can make a nice big one that shakes the whole screen if you wish..

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There are other FX elements that I haven't decoded yet. Like the FXList elements. So there may be some things you can't experiment with yet.

 

Also I haven't made any way of converting the xml file back into .bin, .imp, and .relo files yet.

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Here is the latest version of the XML file.

The old version was buggy and didn't produce valid xml.

Also I think the old version might have left out some of the tags, because the case (switch) statements were using an int, but the tags were unsigned hex values and were considered out of range, which only gives a warning.

 

Anyway, here is an xml file that is actually legal xml that you can read with an xml reader...

demofx2.zip

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I started working on this again, and somehow stumbled on this topic... pretty crazy! That was soo long ago...

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