DO/Particle Effects

From Dark Omen Wiki

(Difference between revisions)
Jump to: navigation, search
(New page: Particle Effects Category:Modifications)
Line 2: Line 2:
[[Category:Modifications]]
[[Category:Modifications]]
 +
 +
 +
 +
Mikademus has been very kind in helping me understand Data Files and How we can change Values and see the effects it causes. This is a compact version of last night's training, please all feel free to Join in anytime,as if I can understand it, anyone can! lol
 +
 +
 +
 +
(Thanks again for being Patient Mikademus, these are exciting Times for the Dark Omen Communtiy as all Knowledged Gained will contirbute towards the Ultimate Goal of Editing Maps and Unit/Troops).
 +
 +
 +
 +
"Something funny to be tested would be what different particle effects exists. If you look at the records in the INST block you'll find that there is one that doesn't use any model but has the particle effect flag set. It is the churning water at the base of the waterfall. If we change that we should get all the other particle effects in the game: smoke, fire, explosions perhaps. It would be really good to know what value that indicates a particular effect".
 +
 +
For a list of Particle Effects examine
 +
C:\Program Files\Dark Omen\GameData\Particle
 +
MAGIC.PLB and PAR_LIB files.
 +
 +
Examing the .PRJ File in WinHex of....
 +
C:\Program Files\Dark Omen\GameData\1pbat\B1_01
 +
 +
INST block doesn't have nice helpful legible Text ...
 +
 +
The first 32 bytes are header (first the vanilla 8 bytes, then a long telling the number of records, and another long telling the length of each record.
 +
So since each record is 152 bytes, you'll just have to use the calculator *)
 +
 +
261+32*152+120 = 5245
 +
 +
start of records + 32 records * 152 bytes + 120 bytes
 +
 +
Record 32 has particle effect set to "1", all the other have "0"
 +
 +
0_ktremd1.m3d parteff = 0
 +
 +
1_ktremd1.m3d parteff = 0
 +
 +
2_ktremd1.m3d parteff = 0
 +
 +
3_ktremd1.m3d parteff = 0
 +
 +
4_ktrege1.m3d parteff = 0
 +
 +
5_ktremd1.m3d parteff = 0
 +
 +
6_ktremd1.m3d parteff = 0
 +
 +
7_ktrege1.m3d parteff = 0
 +
 +
8_ktremd1.m3d parteff = 0
 +
 +
9_ktremd1.m3d parteff = 0
 +
 +
10_ktremd1.m3d parteff = 0
 +
 +
11_4hut1.m3d parteff = 0
 +
 +
12_4hut2.m3d parteff = 0
 +
 +
13_4hut3.m3d parteff = 0
 +
 +
14_4barrel.m3d parteff = 0
 +
 +
15_4barrel.m3d parteff = 0
 +
 +
16_4barrel.m3d parteff = 0
 +
17 parteff = 0
 +
 +
18_ktrebsh.m3d parteff = 0
 +
 +
19_ktrebsh.m3d parteff = 0
 +
 +
20_ktrebsh.m3d parteff = 0
 +
 +
21_ktrebsh.m3d parteff = 0
 +
 +
 +
22_ktrebsh.m3d parteff = 0
 +
 +
23 parteff = 0
 +
 +
24 parteff = 0
 +
 +
25 parteff = 0
 +
 +
26 parteff = 0
 +
 +
27 parteff = 0
 +
 +
28 parteff = 0
 +
 +
29 parteff = 0
 +
 +
30 parteff = 0
 +
 +
31 parteff = 0
 +
 +
32 parteff = 1
 +
 +
33_ktrege1.m3d parteff = 0
 +
 +
34_ktremd1.m3d parteff = 0
 +
 +
35_ktrebsh.m3d parteff = 0
 +
 +
36_ktrebsh.m3d parteff = 0
 +
 +
Therefore In WinHex, open the B1_01 .prj file and scroll down the rows and records until u reach 5245 (they are conviently numbered).
 +
 +
You will see that the Data Value is 01 (which must mean use the White Particle Effect at the Base if The Waterfall).
 +
 +
 +
 +
 +
So then change the Data value of 5245 to 02 from 01 and see what happens.
 +
 +
 +
 +
It turns it off, just like when replacing the Data Value with 00
 +
 +
00 should turn the effect off. That 02 turned it off either means that there is no effect associated with the value 02, that the effect ran only once and you missed it, or that it was positioned in such a way that you couldn't see it
 +
 +
So continue replacing the value until u reach
 +
the 256
 +
 +
(Hex so 01-09,0a-0f, 10-19,1a-1f,20-29,2a-2f etc)
 +
 +
-possible combinations, to see what values call what particle effect. However there are only about 30 effects and remember that, just speculatin now, but if you use a one-off effect then perhaps it will only happen once. There might be another flag controlling repetitions etc. Just a thought...
 +
 +
03 No Detectable Effect
 +
 +
04 Banner of Defiance Blue Particles
 +
 +
 +
 +
05 Fireworks
 +
 +
(Celebration after saving Town in Single Player)
 +
 +
 +
 +
06 Smoke/Steam>?
 +
 +
 +
 +
07 No Detectable Effect
 +
 +
08 Smouldering/burning house (after), rock lobber maybe
 +
 +
 +
 +
 +
So working along these lines I then Calculate where to set a Particle effect for a Model, such as the Huts. Use the above Formula but use Row value for new Object.
 +
 +
so now for other Huts
 +
 +
2053 for hut 1 (Row 11)
 +
 +
2357 for Hut 3 (Row 13)
 +
 +
and change it from 00 to 05 for Fireworks etc..
 +
 +
 +
 +
Now the Huts and Waterfall have new Particle Effects.
 +
i haven't found a Data value to Use On Fire/Burning Effect but will find it as I am gradually testing every data value upto 256.
 +
 +
 +
 +
My Next Plan is to learn How to Move Buildings around Map and then How to Import other Objects.

Revision as of 20:43, 29 April 2008

Particle Effects


Mikademus has been very kind in helping me understand Data Files and How we can change Values and see the effects it causes. This is a compact version of last night's training, please all feel free to Join in anytime,as if I can understand it, anyone can! lol


(Thanks again for being Patient Mikademus, these are exciting Times for the Dark Omen Communtiy as all Knowledged Gained will contirbute towards the Ultimate Goal of Editing Maps and Unit/Troops).


"Something funny to be tested would be what different particle effects exists. If you look at the records in the INST block you'll find that there is one that doesn't use any model but has the particle effect flag set. It is the churning water at the base of the waterfall. If we change that we should get all the other particle effects in the game: smoke, fire, explosions perhaps. It would be really good to know what value that indicates a particular effect".

For a list of Particle Effects examine C:\Program Files\Dark Omen\GameData\Particle MAGIC.PLB and PAR_LIB files.

Examing the .PRJ File in WinHex of.... C:\Program Files\Dark Omen\GameData\1pbat\B1_01

INST block doesn't have nice helpful legible Text ...

The first 32 bytes are header (first the vanilla 8 bytes, then a long telling the number of records, and another long telling the length of each record. So since each record is 152 bytes, you'll just have to use the calculator *)

261+32*152+120 = 5245

start of records + 32 records * 152 bytes + 120 bytes

Record 32 has particle effect set to "1", all the other have "0"

0_ktremd1.m3d parteff = 0

1_ktremd1.m3d parteff = 0

2_ktremd1.m3d parteff = 0

3_ktremd1.m3d parteff = 0

4_ktrege1.m3d parteff = 0

5_ktremd1.m3d parteff = 0

6_ktremd1.m3d parteff = 0

7_ktrege1.m3d parteff = 0

8_ktremd1.m3d parteff = 0

9_ktremd1.m3d parteff = 0

10_ktremd1.m3d parteff = 0

11_4hut1.m3d parteff = 0

12_4hut2.m3d parteff = 0

13_4hut3.m3d parteff = 0

14_4barrel.m3d parteff = 0

15_4barrel.m3d parteff = 0

16_4barrel.m3d parteff = 0 17 parteff = 0

18_ktrebsh.m3d parteff = 0

19_ktrebsh.m3d parteff = 0

20_ktrebsh.m3d parteff = 0

21_ktrebsh.m3d parteff = 0


22_ktrebsh.m3d parteff = 0

23 parteff = 0

24 parteff = 0

25 parteff = 0

26 parteff = 0

27 parteff = 0

28 parteff = 0

29 parteff = 0

30 parteff = 0

31 parteff = 0

32 parteff = 1

33_ktrege1.m3d parteff = 0

34_ktremd1.m3d parteff = 0

35_ktrebsh.m3d parteff = 0

36_ktrebsh.m3d parteff = 0

Therefore In WinHex, open the B1_01 .prj file and scroll down the rows and records until u reach 5245 (they are conviently numbered).

You will see that the Data Value is 01 (which must mean use the White Particle Effect at the Base if The Waterfall).



So then change the Data value of 5245 to 02 from 01 and see what happens.


It turns it off, just like when replacing the Data Value with 00

00 should turn the effect off. That 02 turned it off either means that there is no effect associated with the value 02, that the effect ran only once and you missed it, or that it was positioned in such a way that you couldn't see it

So continue replacing the value until u reach the 256

(Hex so 01-09,0a-0f, 10-19,1a-1f,20-29,2a-2f etc)

-possible combinations, to see what values call what particle effect. However there are only about 30 effects and remember that, just speculatin now, but if you use a one-off effect then perhaps it will only happen once. There might be another flag controlling repetitions etc. Just a thought...

03 No Detectable Effect

04 Banner of Defiance Blue Particles


05 Fireworks

(Celebration after saving Town in Single Player)


06 Smoke/Steam>?


07 No Detectable Effect

08 Smouldering/burning house (after), rock lobber maybe



So working along these lines I then Calculate where to set a Particle effect for a Model, such as the Huts. Use the above Formula but use Row value for new Object.

so now for other Huts

2053 for hut 1 (Row 11)

2357 for Hut 3 (Row 13)

and change it from 00 to 05 for Fireworks etc..


Now the Huts and Waterfall have new Particle Effects. i haven't found a Data value to Use On Fire/Burning Effect but will find it as I am gradually testing every data value upto 256.


My Next Plan is to learn How to Move Buildings around Map and then How to Import other Objects.

Personal tools
communication