Difference between revisions of "Sonic Heroes/Particle Editing"
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− | + | ==Importing Textures as Particles== | |
Textures made as particles can be imported into the files "cmn_effect.txd", "sLL_effect.txd" or "stgLL_effect.txd" 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. | Textures made as particles can be imported into the files "cmn_effect.txd", "sLL_effect.txd" or "stgLL_effect.txd" 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. | ||
{{SCHGuides}} | {{SCHGuides}} | ||
[[Category:Sonic Community Hacking Guide]] | [[Category:Sonic Community Hacking Guide]] |
Revision as of 06:58, 19 February 2017
This article is a work in progress. Its content and location may change completely and frequently until this notice is removed. |
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect 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
Textures made as particles can be imported into the files "cmn_effect.txd", "sLL_effect.txd" or "stgLL_effect.txd" 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.