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Driver
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Post subject: dgBangerData Research Reply with quote

Hello,

Don't watch my bad english, I'm from germany and I was'nt really good in english at school! Very Happy

Well, I'm just researching the dgbangerdata files to make an easy editor for editing them with a few mouse-clicks. A few values are known by me. These Values are:

Quote:

Size 0.000000 0.000000 0.000000 // The object size (x, y, z)
CG 0.000000 0.000000 0.000000 // Not really known to me. Seems to be the center of the mass.
NumGlows 0 / 1 //If the value = 1, the object has a glowing dot at night
Mass //That's easy. Just the mass in kg.
Elasticity //Not really known. Seems to define the force which throws the car back when you hit the object
Friction //Also not really known. Could be the slow-down value when you scratch along the wall
ColliderId //This defines which collision-sound is played when you hit the object


The following values are completely unknown to me:

Quote:

ImpulseLimit2
SpinAxis //This value is in all files set to 0
Flash //Don't know what it defines! Here is a list of all values which are used in the standard files (Not sorted) (18 / 0 / 689 / 177 / 683 / 684 / 692 / 176 / 693 / 685 / 686 / 19 / 688 / 687 / 696 / 264 / 30712 / 309 / 311 / 310 / 179 / 178 / 680 / 12645 / 266 / 682 / 690 / 695 / 681 / 30713 / 694 / 306 / 307 / 308 / 312 / 314 / 313 / 263 / 125 / 129 / 127) It could have something to do with BREAK parts...but not sure.
BirthRule { //What's this? I mean all Values below this entry? It's confusing me a little bit.
TexNumber //Could be different paintjobs. But I'm not sure. Used values in the standard files are 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7
BillFlags //Also completely unknown. Used values in the standard files are 0 / 64 / 512 / 128
YRadius //Not sure.
CollisionPrim //Completely unknown, too! Used values in the standard files are 0 / 1 / 2
CollisionType //Different collision types? Used values in the standard files are 4 / 16 / 48


Does anyone know something about that values? It would be great if someone could help me with the research of that files.

Thanks in advance.

best regards
Michael
Post 20 Aug 2003 05:16 pm
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fre_ber
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Post subject: Reply with quote

Nice to see someone other than me post topics like these. Wink

Unfortunately I can't help you with the unknown values, but the "Impulse" is a measurement of the force opposite to the direction of the object just before collision. Or something like that. Maybe this value simply limits the velocity after the bounce?
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Post 20 Aug 2003 05:25 pm
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Stereo
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Post subject: Reply with quote

Okay, a quick running through.

First. { and } are used to indicate groups of values related to the thing before the first bracket. it makes it easier to understand.

vpftruck_BREAK0.dgBangerData - this is the front left breakable
Code:
type: a
dgBangerData {
  AudioId 0
  Size 0.359777   0.606459   0.100000              %% maximum X,Z,Y dimensions
                                          %% for use in bounding
  CG -1.340624   1.641590   -3.460360             %% where on the main model it is centered? not sure
  NumGlows 0
  Mass 17.455221                                  %% how much it weighs - KG
  Elasticity 0.500000                             %% how much it bounces off things
  Friction 0.900000                               %% how it slows down when sliding
  ImpulseLimit2 43638.054688                      %% the amount of damage before it detaches
  SpinAxis 0
  Flash 185
  NumParts 0
  BirthRule {
    Position 0.000000   0.000000   0.000000      %% these are all not related to
    PositionVar 0.000000   0.000000   0.000000  %% this file. Most things after
    Velocity 0.000000   0.000000   0.000000      %% this should be left untouched
    VelocityVar 0.000000   0.000000   0.000000
    Life 1.000000
    Mass 1.000000
    MassVar 0.000000
    Radius 1.000000
    RadiusVar 0.000000
    Drag 0.000000
    DragVar 0.000000
    DRadius 0.000000
    DRadiusVar 0.000000
    DAlpha 0
    DAlphaVar 0
    DRotation 0
    DRotationVar 0
    InitialBlast 0
    SpewRate 0.000000
    SpewTimeLimit 0.000000
    Gravity -9.800000
    TexFrameStart 0
    TexFrameEnd 0
    BirthFlags 0
    }
  TexNumber 0
  BillFlags 0
  YRadius 0.000000
  ColliderId 0
  CollisionPrim 1
  CollisionType 16
}

That adds what I know, little as it is. Some of those don't seem to have any effect in any files. The YRadius is used for objects on the map like light poles and things, I think. It's only used in the main object, not breakables.

Code:
  ColliderId 2
  CollisionPrim 1
  CollisionType 16

From a main object. The colliderId value is the only change. I'm guessing that it marks something about how damage affects it.
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Post 20 Aug 2003 05:34 pm
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fre_ber
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Post subject: Reply with quote

Nice!

The "BirthRule" section probably defines a particle effect - it is the same structure as the smoke and dirt particle effects. Perhaps this could cause smoke or sparks when the breakable breaks off? Just like a Hollywood movie. Smile
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Post 20 Aug 2003 06:30 pm
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Driver
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Post subject: Reply with quote

The values below "BirthRule{" must define something! I tried to remove the whole section and the game crashed.

My idea for the CollisionType Value:

Maybe one number lets MM2 use the "Size"-Numbers to build an invisible box around the object which defines the collision. Another number could use the BOUND for collsion detection. But then...what is the third number? I also tried all values. Everytime the object work without a BOUND object, but the behavior is a little bit different. With one number the object fly over the car when it is touched. With another number the car drives over the object. But I'm really not sure about that.

And thanks for helping! Very Happy

bye
Michael
Post 20 Aug 2003 06:31 pm
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Driver
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Post subject: Reply with quote

fre_ber wrote:
Nice!

The "BirthRule" section probably defines a particle effect - it is the same structure as the smoke and dirt particle effects. Perhaps this could cause smoke or sparks when the breakable breaks off? Just like a Hollywood movie. Smile


Hey! That't it! Shocked Very Happy You are great!

It could define the effects from the phone-box for example. When you crash into it, some coins are flying through the air. Or when you hit a trash can...there are bananas and papers flying around!
Post 20 Aug 2003 06:33 pm
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Post subject: Reply with quote

Yes, that sounds about right. Wink
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Post 20 Aug 2003 06:34 pm
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Stereo
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Post subject: Reply with quote

By saying that they're not used, I only meant that most of those are set to the equivalent of "0"... Razz the -9.8 for gravity is pretty obviously the metric value for acceleration due to gravity, I guess if a piece of paper broke off or something you would lower it Razz


The birthrule section is used in the files that define the particle effects in MM2, such as smoke, etc.
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Post subject: Reply with quote

Flash //Don't know what it defines


could this mean flashing lights like on the mustang cruiser or on the firetruck?????????
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Post 20 Aug 2003 07:17 pm
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fre_ber
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Here is the bangerdata for the phonebooth:
Code:

type: a
dgBangerData {
  AudioId 0
  Size 1.058210   2.725199   1.057403
  CG 0.000000   1.362599   0.000000             ; Center of gravity for the object (Rotating about this point)

  NumGlows 0
  Mass 152.468704
  Elasticity 0.500000
  Friction 0.900000
  ImpulseLimit2 121974.960938
  SpinAxis 0
  Flash 686
  NumParts 0
  BirthRule {
    Position 0.000000   0.000000   0.000000     ; Point of origin for the particles relative to the point of collision
    PositionVar 0.000000   2.000000   0.000000  ; Movement of the point of origin?
    Velocity 0.000000   2.000000   0.000000     ; Speed of the particles
    VelocityVar 6.000000   0.000000   6.000000  ; Variarion of particle speed over time?
    Life 1.000000                               ; Particle effect active for 1 second?
    Mass 1.000000                               ; Mass for each particle? (Heavy coins...)
    MassVar 0.000000                            ; Variation of particle mass over time?
    Radius 0.040000                             ; Range of the particle spread
    RadiusVar 0.020000                          ; Variation of range over time?
    Drag 0.000000
    DragVar 0.000000
    DRadius 0.000000
    DRadiusVar 0.000000
    DAlpha 0
    DAlphaVar 0
    DRotation 0
    DRotationVar 0
    InitialBlast 3
    SpewRate 2.000000                           ; Number of new particles per second?
    SpewTimeLimit 0.000000                      ; Stop creating new particles after this many seconds?
    Gravity -9.800000                           ; Gravity constant for calculating the fall of the particles.
    TexFrameStart 0                             ; For animated particle, the index of the first frame
    TexFrameEnd 0                               ; For animated particle, the index of the first frame
    BirthFlags 0
    }
  TexNumber 2                                   ; The texture file to use: fxpt2.tex (Hmm, this texture has four frames, I wonder why the FrameStart and FrameEnd indicate no animation...
  BillFlags 0
  YRadius 0.747982
  ColliderId 19
  CollisionPrim 0
  CollisionType 16
}


Heh, I almost forgot that we have been discussing the particle effects before - in the Materials topic. Wink

Edit: I don't think that the flashing lights are defined in the banger files - these have to do with breaking things apart.. Smile
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Post 20 Aug 2003 07:22 pm
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Post subject: Reply with quote

My best guess at the ones you're unsure of;
positionvar: max distance away from the position they will appear, randomized value in between
VelocityVar: same, but the difference in m/s that they spawn at.. that way they shoot in all directions as well as up.
I would guess that most of the "Var" things mean the random variation of spawning, so that coins dont all shoot exactly the same direction at the same speed.

About the Radius - it seems more likely that that's the size of each particle. If you look at the smoke, it has a radius of more than 1.0, I think.





About the flashing lights: They don't actually flash! They're similar to the headlights, except that the 2-poly (I assume) object that's textured spins around the y-axis (if y is elevation height). I haven't really inspected the headlights, they might actually change size.. but the roof lights just use the usual headlight formula of viewing angle compared to the direction the surfaces faces to decide the size.
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Post 20 Aug 2003 07:51 pm
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fre_ber
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Makes sense, remember that I have not tested any of this, just educated(?) guesses.. Wink
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Post 20 Aug 2003 08:07 pm
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Post subject: Reply with quote

So are most of mine, except the radius - I changed that for the smoke Razz
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Post 20 Aug 2003 08:12 pm
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Driver
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I have some news! The TexNumber value defines the texture which is used for the special effect! From 1 till endless. The game contains 15 different textures for special effects, they are called fxpt1, fxpt2 and so on. More effects can be added.

The TexFrameStart and TexFrameEnd has nothing to do with animation. I'm not sure, but I think they define the amount of pixels which are used from the texture. They look different when you change the values, but I don't know how it works exactly.

PositionVar defines the place around the player in which the particles are generated.

SpewTimeLimit. Like anyone said. It defines how long the effect is played. When I change it to 10 within the rain-file...the rain stops after 10 seconds.

Velocity The speed of the particles (X/Y/Z).

VelocityVar This is also for the speed, but this time the particles cross each other. (X/Y/Z)
Post 20 Aug 2003 08:54 pm
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Short Update: The textures which are used for the special effects are divided into four parts. That means when the textur has the size of 64 x 64 pixels...it is devided into four sections with 32 x 32 pixels. Sorry, I can't explain it really good, so look at my attached pictures to see what I mean. Wink

This is the fx-texture I use:



And this is how it will look like in the game:

Post 21 Aug 2003 10:01 am
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