CarlKenner 0 Report post Posted May 10, 2007 (edited) *deleted* Edited June 3, 2007 by CarlKenner Share this post Link to post Share on other sites
Phil 0 Report post Posted May 10, 2007 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* Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 10, 2007 Here is the DEMO's FxParticleSystemTemplate.xml file, or as close as I can generate. If you want the full version, you need to ask someone else, because I only have the demo. fx.zip Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted May 10, 2007 Unknown version or damaged. :( Someone get him the game? :P Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 11, 2007 Unknown version or damaged. Can you say that again in English please??????????????????????????????? Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted May 11, 2007 The zip file. Its corrupted for me. Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 11, 2007 You're right. It is corrupted for me too. :( Wait... Share this post Link to post Share on other sites
Phil 0 Report post Posted May 11, 2007 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 Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 11, 2007 Did he send you one extracted with my OS Big Editor 0.62? Or the original from somewhere? Share this post Link to post Share on other sites
Phil 0 Report post Posted May 11, 2007 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. Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 11, 2007 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'); Share this post Link to post Share on other sites
Phil 0 Report post Posted May 11, 2007 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 Share this post Link to post Share on other sites
Mighty BOB! 0 Report post Posted May 12, 2007 Hope this'll enable creation of non-sucky Ion Storm effects for mods. Share this post Link to post Share on other sites
Phil 0 Report post Posted May 13, 2007 If its a FX effect than yes you will be able to make it anyway you want it Share this post Link to post Share on other sites
Mighty BOB! 0 Report post Posted May 13, 2007 Looks like an fx cloud effect to me. :P I'm gonna have to make a nice big one. Share this post Link to post Share on other sites
Phil 0 Report post Posted May 13, 2007 You can make a nice big one that shakes the whole screen if you wish.. Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 14, 2007 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. Share this post Link to post Share on other sites
CarlKenner 0 Report post Posted May 16, 2007 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 Share this post Link to post Share on other sites
Phil 0 Report post Posted May 18, 2007 That ones much better :D has alot more corrections Share this post Link to post Share on other sites
junlianxia 0 Report post Posted June 16, 2008 什么也看不到呀??????????????????????? Share this post Link to post Share on other sites
killakanz 0 Report post Posted June 17, 2008 翻译为英国文字,请 Share this post Link to post Share on other sites
Phil 0 Report post Posted March 31, 2013 I started working on this again, and somehow stumbled on this topic... pretty crazy! That was soo long ago... Share this post Link to post Share on other sites