Difference between revisions of "Premium Play Darkness/Modding/Hex code"

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(Transparency)
(Transparency)
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*the <u>''Material''</u> tab.
 
*the <u>''Material''</u> tab.
 
''Note that certain transparency effects may not require altering of the Material tab. One of those transparency effects is the [http://www.hongfire.com/forum/entry.php/2293-PPD-PSP-HEX-research-%E5%A4%9C%E7%A9%BA%E3%81%AE%E3%82%A4%E3%83%B3%E3%83%87%E3%83%83%E3%82%AF%E3%82%B9%E3%81%AF Goo Man Effect].''
 
''Note that certain transparency effects may not require altering of the Material tab. One of those transparency effects is the [http://www.hongfire.com/forum/entry.php/2293-PPD-PSP-HEX-research-%E5%A4%9C%E7%A9%BA%E3%81%AE%E3%82%A4%E3%83%B3%E3%83%87%E3%83%83%E3%82%AF%E3%82%B9%E3%81%AF Goo Man Effect].''
====Common Transparency====
+
===='''Common Transparency'''====<br />
  
 
This kind of transparency is commonly used on Costumes. To apply it use the values down below in the example, note that a texture of the type .tga or .dds with a Alpha Channel is required for best reslut.
 
This kind of transparency is commonly used on Costumes. To apply it use the values down below in the example, note that a texture of the type .tga or .dds with a Alpha Channel is required for best reslut.

Revision as of 13:31, 6 August 2013

Hex-Banner.png


Foreword

You have probably been using Hexadecimal a few times in your life, most likely if you have been making a website or perhaps "piffing up" a User Profile. In those cases it have been to generate a color, the Hex in Illusion games works the same way. Now, however, we are generating a function, a way to tell how a mesh or a texture should behave. Should something be transparent? Perhaps glow? Reflect something?

This section is most of all to learn the basics, but also to find out how a certain "effect" is generated. Note that we aren't all knowing about the Hex being used in Illusion Games such as PPD/PSP, this page will be updated as we progress in our search to use the Hex system to improve our modding ability.

Tools

  • SB3UGS by Alamar, enimaroah (essential tool used for everything).

Transparency

There might come plenty of occasions where you want to add transparency to a object or part of a costume. If you haven't been fiddling with the SB3UGS Hex editor before, then take note of that there will be 3 tabs within it that we will be working with and these are;

  • the Frame tab.
  • the Submesh tab.
  • the Material tab.

Note that certain transparency effects may not require altering of the Material tab. One of those transparency effects is the Goo Man Effect. ====Common Transparency====

This kind of transparency is commonly used on Costumes. To apply it use the values down below in the example, note that a texture of the type .tga or .dds with a Alpha Channel is required for best reslut.

Submesh - Submesh Flags:
cw_O_bura_00_00[0] 0E-64-00-00 04-00-00-00 00-63-00-00[...]

Frame - Frame Flags:
cw_O_bura_00_00[0] 00-01-00-00 5F-00-00-00[...]
(Note: There's at the time 2 know parts of this section that will have a impact
on the result of this transparency. The first and the second segments.)

Material - Texture 1:
cw_M_pantu_00_01 01-00-00-00[...]

Material - Texture 2-4:
cw_M_pantu_00_01 FF-00-00-00[...]
(Note: the FF value is not always required, you can from time to time leave it as a 00 value.)

Glow

Syncroz (talk) 09:27, August 6, 2013 (UTC)