Difference between revisions of "Premium Play Darkness/Modding/Hex code"
Line 37: | Line 37: | ||
cw_M_pantu_00_01| FF-00-00-00[...]<br /> | cw_M_pantu_00_01| FF-00-00-00[...]<br /> | ||
''(Note: the FF value is not always required, you can from time to time leave it as a 00 value.)'' | ''(Note: the FF value is not always required, you can from time to time leave it as a 00 value.)'' | ||
+ | |||
+ | |||
+ | ====''The Goo Man Effect''<br />==== | ||
+ | The Goo Man Effect does not require a .tga/.dds with a Alpha Channel. It will reacts with such things as the brightness/darkness of a texture. It also reacts to the brightness/darkness in Scenes(Maps). | ||
+ | |||
+ | Submesh - Submesh Flags:<br /> | ||
+ | |cm_O_body_99_00[0] 04-64-00-00[...] | ||
+ | |||
+ | Frame - Frame Flags:<br /> | ||
+ | 00-01-00-00 xx*-00-00-00<br /> | ||
+ | (* xx ranges from 01 to 64.) | ||
==Glow== | ==Glow== | ||
<p style="margin-left: 24px; text-align: right;">[[User:Syncroz|Syncroz]] ([[User talk:Syncroz|talk]]) 09:27, August 6, 2013 (UTC)</p> | <p style="margin-left: 24px; text-align: right;">[[User:Syncroz|Syncroz]] ([[User talk:Syncroz|talk]]) 09:27, August 6, 2013 (UTC)</p> |
Revision as of 13:54, 6 August 2013
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.)
The Goo Man Effect
The Goo Man Effect does not require a .tga/.dds with a Alpha Channel. It will reacts with such things as the brightness/darkness of a texture. It also reacts to the brightness/darkness in Scenes(Maps).
Submesh - Submesh Flags:
|cm_O_body_99_00[0] 04-64-00-00[...]
Frame - Frame Flags:
00-01-00-00 xx*-00-00-00
(* xx ranges from 01 to 64.)