Difference between revisions of "Template:KCL-Flag-Variant type A"
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Of course is this formula basic on the theory stated above. | Of course is this formula basic on the theory stated above. | ||
− | '''Functions:''' | + | <font size="3">'''Functions:'''</font> |
− | ''Collision effect:'' | + | '''Collision effect:''' |
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
− | ''Intensity:'' | + | '''Intensity:''' |
Exact values unknown | Exact values unknown | ||
− | ''Shadow effect:'' | + | '''Shadow effect:'''<br> |
+ | All Shadow effect pertain to the Light ID's in ''posteffect.blight''.<br> | ||
+ | Here you will see the most used effect's. | ||
Shadow effect list:<br> | Shadow effect list:<br> | ||
Line 72: | Line 74: | ||
|- | |- | ||
| 1 | | 1 | ||
− | | | + | | Shadows |
|- | |- | ||
| 2 | | 2 | ||
− | | The light ID in | + | | The light ID in posteffect.blight |
|- | |- | ||
| 3 | | 3 | ||
− | | The light ID in | + | | The light ID in posteffect.blight |
|- | |- | ||
| 4 | | 4 | ||
− | | The light ID in | + | | The light ID in posteffect.blight |
|- | |- | ||
| 5 | | 5 | ||
− | | The light ID in | + | | The light ID in posteffect.blight |
|- | |- | ||
| 6 | | 6 | ||
− | | The light ID in | + | | The light ID in posteffect.blight |
|- | |- | ||
| 7 | | 7 | ||
− | | The light ID in | + | | The light ID in posteffect.blight |
|} | |} | ||
− | These colors can be modified by hex editing posteffect.blight in the course szs file ([[Blight_(File_Format)|./posteffect/posteffect.blight]]). | + | These colors can be modified by hex editing posteffect.blight in the course.szs file ([[Blight_(File_Format)|./posteffect/posteffect.blight]]).<br> |
+ | <font color="FF0000">MH doesn't use any posteffects!</font> | ||
− | ''Basic effect:'' | + | '''Basic effect:''' |
Different for each basic flag. | Different for each basic flag. |
Revision as of 12:00, 29 February 2012
Table which explains the structure of a type A variant
Variant type A is split in 4 bit-groups. The first and last 2 groups are 3 bits each, and the second group is 2 bits.
group W | group X | group Y | group Z | |
---|---|---|---|---|
Amount of bits | 3 | 2 | 3 | 3 |
Function | Collision effect | Intensity | Shadow effect | Basic effect |
To write this structure down, you can write each group as an octal number, but be aware of the 2-bits group, calculating hex to octal won't work right. A good way to get the right variant in hex is this:
- write down each group in octal (X can be max. 3)
- convert each group to binary (X is 2 bits, others 3 bits)
- write them in the order: wxyz, you'll get www|xx|yyy|zzz in binary, you can convert that number to hex.
Note: hex shows only W right, octal only Y and Z.
So, www in binary controls the collision effect, xx controls intensity, yyy controls shadow effect, and zzz controls the basic effect (such as grass vs. dirt). For example, www represents a binary number of three digits. This 3-digit number controls which effect is used. The same applies to yyy and zzz, except xx can only go up to 3 as there are only 2 binary digits. A complete string of binary numbers (wwwxxyyyzzz in that order) is converted as a whole to hex to get the variant that is entered into the SZS Modifier or CTools.
Another way is using the following formula: Variant (in hexadecimals) = 0x100W+0x40X+0x8Y+Z Of course is this formula basic on the theory stated above.
Functions:
Collision effect:
Type (octal) | effect |
---|---|
0 | The road has no special effects |
1 | The road is trickable |
2 | You can't drive on this road, you'll be pushed back if you try |
Intensity:
Exact values unknown
Shadow effect:
All Shadow effect pertain to the Light ID's in posteffect.blight.
Here you will see the most used effect's.
Shadow effect list:
Value (octal) | Effect |
---|---|
0 | None |
1 | Shadows |
2 | The light ID in posteffect.blight |
3 | The light ID in posteffect.blight |
4 | The light ID in posteffect.blight |
5 | The light ID in posteffect.blight |
6 | The light ID in posteffect.blight |
7 | The light ID in posteffect.blight |
These colors can be modified by hex editing posteffect.blight in the course.szs file (./posteffect/posteffect.blight).
MH doesn't use any posteffects!
Basic effect:
Different for each basic flag.