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Os Big Editor 0.62 (fxparticlesystemtemplate)

#1 User is offline   CarlKenner 

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Posted 10 May 2007 - 02:28 AM

*deleted*

This post has been edited by CarlKenner: 03 June 2007 - 10:35 AM

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#2 User is offline   Phil 

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Posted 10 May 2007 - 03:32 AM

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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#3 User is offline   CarlKenner 

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Posted 10 May 2007 - 04:49 PM

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.

Attached File(s)

  • Attached File  fx.zip (0bytes)
    Number of downloads: 54

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#4 User is offline   Count von Phoib 

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Posted 10 May 2007 - 11:44 PM

Unknown version or damaged.

sad.gif

Someone get him the game? tongue.gif
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#5 User is offline   CarlKenner 

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Posted 11 May 2007 - 11:58 AM

QUOTE
Unknown version or damaged.


Can you say that again in English please???????????????????????????????
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#6 User is offline   Count von Phoib 

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Posted 11 May 2007 - 12:00 PM

The zip file.

Its corrupted for me.
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#7 User is offline   CarlKenner 

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Posted 11 May 2007 - 12:35 PM

You're right. It is corrupted for me too. sad.gif
Wait...
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#8 User is offline   Phil 

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Posted 11 May 2007 - 12:42 PM

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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#9 User is offline   CarlKenner 

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Posted 11 May 2007 - 02:55 PM

Did he send you one extracted with my OS Big Editor 0.62?
Or the original from somewhere?
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#10 User is offline   Phil 

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Posted 11 May 2007 - 04:07 PM

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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#11 User is offline   CarlKenner 

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Posted 11 May 2007 - 05:11 PM

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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#12 User is offline   Phil 

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Posted 11 May 2007 - 06:40 PM

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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#13 User is offline   Mighty BOB! 

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Posted 12 May 2007 - 07:28 AM

Hope this'll enable creation of non-sucky Ion Storm effects for mods.
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#14 User is offline   Phil 

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Posted 13 May 2007 - 03:09 AM

If its a FX effect than yes you will be able to make it anyway you want it
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#15 User is offline   Mighty BOB! 

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Posted 13 May 2007 - 08:38 PM

Looks like an fx cloud effect to me. tongue.gif I'm gonna have to make a nice big one.
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#16 User is offline   Phil 

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Posted 13 May 2007 - 08:53 PM

You can make a nice big one that shakes the whole screen if you wish..
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#17 User is offline   CarlKenner 

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Posted 14 May 2007 - 08:06 PM

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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#18 User is offline   CarlKenner 

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Posted 16 May 2007 - 11:41 PM

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...

Attached File(s)


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#19 User is offline   Phil 

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Posted 18 May 2007 - 07:09 AM

That ones much better biggrin.gif has alot more corrections
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#20 User is offline   junlianxia 

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Posted 16 June 2008 - 10:29 AM

什么也看不到呀???????????????????????
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