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Difference between revisions of "Sonic Heroes/Particle Editing"

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(Importing Textures as Particles)
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==Importing Textures as Particles==
 
==Importing Textures as Particles==
The binary files use texture names to call for the texture that is in the cmn_effect.txd files. Stage textures use the "sLL_effect.txd" and/or "stgLL_effect.txd" for textures that are imported into those archives. Not only stage particle binary files can read textures stored in the stage particle texture archives, it can also read the texture names in the common effect archive for the specific particle being customized. Textures made as particles can be imported into the files using a TXD archive editor such as Magic.TXD. If you have added a texture to one of the effect archives with another texture name, type the name in at the near end of the entry in offset "0x68" and then the EXE will read the imported texture when the particle starts emitting.
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The binary files use texture names to call for the texture that is in the cmn_effect.txd files. Stage textures use the "sLL_effect.txd" and/or "stgLL_effect.txd" for textures that are imported into those archives. Not only stage particle binary files can read textures stored in the stage particle texture archives, it can also read the texture names in the common effect archive for the specific particle being customized. Textures made as particles can be imported into the files using a TXD archive editor such as Magic.TXD. If you have added a texture to one of the effect archives with another texture name, type the name in at the entry where the name is read in and then the EXE will read the imported texture when the particle starts emitting.
  
 
{{SCHGuides}}
 
{{SCHGuides}}
 
[[Category:Sonic Community Hacking Guide]]
 
[[Category:Sonic Community Hacking Guide]]

Revision as of 07:05, 19 February 2017

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SCHG: Sonic Heroes
Main Article
Mechanic Editing

DOL Editing
EXE Editing
Music Pointers
Object Parameter Data
Relocatable Editing (PC)
File Offsets

Model Editing
Collision Format
Model Format
Level Editing

Camera Editing
Event Editing
ID list
Indirect Editing
Light Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing
Voices

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing Tutorial

Particle effects for certain objects are set in the cmn_ptcl.bin and sLL_ptcl.bin files located in the dvdroot folder. They are big endian binary files that defines particles assigned to the object by the EXE.

File Layout

Each _ptcl.bin files contains 0x80 byte entries for a variety of different effects that emit when something has triggered or as a background object.
The entry for the files follows this:

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Offset Type Description Notes
0x00 Byte Spread/UV Type
0x01 Byte UV Frame type?
0x0C Long RBGA Color
0x0F Byte Fade time?
0x11 Byte Particle birth delay
0x13 Byte Amount of particles
0x15 Byte Unknown
0x17 Byte Unknown
0x19 Word Unknown
0x1C Word Particle Velocity
0x20 3 Bytes Always 00 05 00
0x23 Byte Blend Mode
0x24-0x27 Byte Particle rotation
0x28 Word Rotate animation speed
0x2A Word Rotate animation
0x2C Float Particle Life time The lower the float value is, the more time the particles will stay; higher float values will make the particles disappear quicker.
0x30 Float Particle Life threshold?
0x34 Float Unknown
0x38 Float Unknown
0x3C Float Unknown
0x40 Float Spread speed rate
0x44 Float Velocity rate
0x48 Float Unknown
0x4C Float Unknown
0x50 Float Unknown
0x54 Float Unknown
0x58 Float Particle Size
0x5C Float Unknown
0x60 Float Spread Size?
0x64 Float Same as above
0x68 Text Particle texture name to be used.

Particle Settings

There are some options for one or more items in the files. A list of settings are available to any particle files and the EXE:

Offset Parameter Type Hex Values Options
0x23 Blend Mode 00
02
04
06
08
10
Alpha (Z-buffered)
Alpha (with Alpha Testing)
Additive Alpha
Additive Alpha (with Alpha Testing)
Alpha
Subtractive Alpha

Importing Textures as Particles

The binary files use texture names to call for the texture that is in the cmn_effect.txd files. Stage textures use the "sLL_effect.txd" and/or "stgLL_effect.txd" for textures that are imported into those archives. Not only stage particle binary files can read textures stored in the stage particle texture archives, it can also read the texture names in the common effect archive for the specific particle being customized. Textures made as particles can be imported into the files using a TXD archive editor such as Magic.TXD. If you have added a texture to one of the effect archives with another texture name, type the name in at the entry where the name is read in and then the EXE will read the imported texture when the particle starts emitting.

Sonic Community Hacking Guide
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Technical information
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