Demo Editing/Demo How To Info

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Revision as of 17:32, 6 June 2008 by imported>Scuzzbopper (historical) (Adding player guide category)
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Overview

Intro text needed

How NPCs/Objects/Models Work

How Entities work.

How the Camera Works

How Movement Works

How FXs Work

How To Make Models Transparent

Most stealth/invisibility/transparency effects don't play back in demos. The few exceptions (like trainer War Witch and Numina) are built into the model and not something you can apply.

However, although the standard stealth powers don't work, this FX does:

OBJECTIVEOBJECTFX/GHOSTED.FX

This is the placeable mission objective effect (like for planting bombs) that make the objects transparent until you place them. I did a quick demo test as follows (using BAB):

0   17  NEW "Back Alley Brawler"
0   17  NPC Model_Back_Alley_Brawler_Trainer
0   17  POS 367 65.921875 -832
0   17  PYR 0 -1.570796 -0
0   17  MOV READY_XARMS 0
0   17  FX Maintained 717 OBJECTIVEOBJECTFX/GHOSTED.FX 0

The FX line is the only one I added (make sure it doesn't conflict with any other FX) and voila! Transparent BAB.

Back Alley Brawler
Normal appearance
Back Alley Brawler
GHOSTED.FX applied

Qualifiers:

  • The transparency effect pulsates, so it's not a consistent steady level of transparency.
  • The FX also includes the mission objective noise, so you might have to work with the audio.

How To Make Invisible Models

How To Create Invasion Effects (Sky & War Walls)

Normal sky: SKYFILE SKY 1 0 1.000000
Invasion sky: SKYFILE SKY 0 1 1.000000

That's using the first two fields (which is how it records during an actual invasion), which appear to be binary.

You can also play with the final number to tweak things, though I don't know how that functions. My best guess being that it's a saturation value of some sort -- the more you increase it, the more color starts washing out all detail, although interestingly it seems to predominate in the foreground, rather than the sky or distance. Possibly a depth of field value.

War Walls Up:  0   DYNGROUPS DYNARRAY |100,0
War Walls Down:  0   DYNGROUPS DYNARRAY |0,0

How To Make Characters Walk

How to make player characters walk.

How To Do "Greenscreening"

How To Manage Destructible Objects

Object-based NPCs that are classed as "destructible" have a variable appearance based on their hit points, sometimes as simple as destroyed/not-destroyed, sometimes with multiple different appearances including partly-damaged states.

To make these work in demos, you have to assign hit points to the models. If you don't do that, then the game assumes the hit points are zero and treats the model as "destroyed", which usually, but not always, means that it's just gone.

So when you're splicing these into the demo code, include hit points for them like so:

0 23 NPC v_destcldrn_cauldron
0 23 MOV READY
0 23 HP 150.00
0 23 HPMAX 150.00

Setting the HP equal to HPMAX will give you the default, undestroyed appearance, and hopefully that should make them appear for you. If you want to see if there are transitional appearances, you can try setting HP to half of HPMAX, and so forth. Not all have transitional appearances, but some do. The Clockwork Paladin construction comes to mind as an object with multiple different transitional appearances depending on HP. This is also how the Rikti A Bomb warning lights color is controlled.

Not all object models are destructible, but seeing "dest" anywhere in the object name is generally a guarantee that it is one of these. But there are also destructible models that don't have "dest" in the name. If in doubt, add HP & HPMAX (at 100% HP) to the model code.