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|1st Dec 2007, 03:43 AM||Neighborhood Effects #1|
Join Date: Feb 2007
I am finding no information on Neighborhood Effects and I am trying to get a custom one working. I know the following:
Object Workshop will pull and create the package for the "effect" itself and on searching all the objects##.packages as well as materials.package, etc - all of the files available are included for the effect object. The 'effect' object is a boulder, landmark or other neighborhood object or one of the blue rainbow boxes that control or call the actually object.
In testing I created a duplicate, gave it a new GUID so it would show up separately, placed it in the neighborhood and it worked in calling the related object. So at this point I will assume that the package is correct. PLease note that neighborhood object packages are different from other in game objects as they do not contain many of the files we normally expect in the resource tree. For example - no ObjectID file - the GUID is part of the Neighborhood XML file, These objects also do not seem to have global files, anim, bhavs etc.
The object that the effect object calls (ie the Hot AIr Balloon or the Flying Pig or Blimp) can be created manually as I have been able to locate all the files that would build the object, except the if it uses an neighborhood XML like other objects - but that could be easiely manually created. If anyone knows where Neighborhood XML files reside I* would apprecitate that information - obviously there are some somewhere because they get pulled/created for all Neighborhood objects, no just effects.
There is also a neighborhoodeffects global, however there is no global file normally used in neighborhood object, although this could be added, I am not sure the neighborhoodobjects would even recognize it that type of file is not used with other neighborhood objects and is not referenced through the neighborhood XML.
There is also something called an effectsholder which appears to be the same as the XML for neighborhood objects but that effects XML with no data (perhaps a template?)
What I cannot seem to find/figure out is the mechanism in which the effects object (ie the water tower) calls or triggers the effect (ie the pig object drifts/flys in the sky). The "effected" or called object appears to have the same files that buildings or landmarks etc would have, no animation to control the object once t was called.
If anyone else has worked with these Neighborhood Effect objects, or know more then I have yet found I would appreaciate any information you could supply.
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|25th Dec 2007, 05:53 PM||#2|
Join Date: Jan 2005
just random guesses:
1. may try to check out if there's any slot file for neighbourhood objects for routing. May in the 3D packages or check for where it pulls slot files.
2. neighbourhood objects with effects may have similarity(-ies) to object with effects.
It's possible that the FX package has some of the effect definitions, as suggested in the above linked.
Yet, it's also possible that some animations for effects are in the corresponding material shaders. Say, the neighbourhood birds, the terrain water fishes and fish tank fishes.
3. may try to analyse and compare neighbourhood package files (one with an effect-holder while one without), try to seek out the record(s) for where neighbourhood object may be located. In such record(s), you may find the missing links. This is plainly a wild guess.
Say, even the binary index has a pug-in view, but it's more reliable to view it in hex interface as well.
4. I guess boats, balloon-crafts, and the like may share the same or similar wandering setting.
After all, I came across similar questions but some other things took my attentions away from this.
So, whether they work or not, may record down your experiences here... Thanks in advance...
|26th Dec 2007, 02:05 AM||#3|
Join Date: Nov 2004
The XNGB (Neighborhood XML) originals are in Catalog/CANHObjects/catcanhobjects.package in the TSData location.
I never tried this, but I wonder if forced relocation works. It does not work with animations. The efects are in an effects list in the effects directory, although no plugin is written for that file type, you can see teh names in teh hex edit plugin.
<* Wes *>
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