Stage Effects
Stages in Project DIVA can have several effects applied without having to animate them directly, and are driven with plain text files held in rom/stage_param:
Coli
[edit | edit source]The simplest stage effect, Coli adds collision for physics in game. A Coli file can be applied to:
- A whole stage (simply by naming it coli_[stage].txt),
- A specific Mothead frame (with the _mhd[frame] suffix),
- Or to a specific performer (with the _p[number]_[frame] suffix)
A Coli file holds collision objects, with each object holding a value for:
| Name | Type | Use |
|---|---|---|
| Friction | [value] | Sets the friction applies to physics interacting with the object |
| pos.0.[X,Y,Z] | [value] | Sets the first point of the object in 3d space |
| pos.1.[X,Y,Z] | [value] | Sets the second point of the object in 3d space |
| Radius | [value] | Sets the radius of the object |
| Type | 0-5 | Sets the shape of the object. [Source: ReDIVA]
1 is disabled 2 is a ball 3 is a cylinder 4 is a plane 5 is an ellipse |
Project DIVA positions the object based on the pos.0 and pos.1 values, starting from pos,0, and stopping at pos.1.
Coli files also hold Osage ring data, but goes unused in Project DIVA
| Name | Type |
|---|---|
| out_height | [value] |
| rect.height | [value] |
| rect.width | [value] |
| rect.[X, Y] | [value] |
| ring_height | [value] |
Fog_ring
[edit | edit source]Fog_ring creates low-laying fog, with a specified texture, number of particles, and density. It is applied to a whole stage, by naming the file fog_ring_[stage].txt, and specifying the Fog stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| num_ptcls | [integer] | Sets the amount of particles to be drawn |
| ring_size | [value] | Size of the area the fog ring takes up |
| wind_dir | [X, Y ,Z] | Sets the direction the fog will blow in |
| color | [R, G, B, A] | Sets the color of the fog |
| ptcl_size | [value] | Sets the size of particles |
| density | [value] | Sets the density of fog particles |
| density_offset | [value] | Offsets the density of fog particles(?) |
Leaf
[edit | edit source]Leaf replicates leaves falling through the air, with a specified texture, number of particles, and emission speed. It is applied to a whole stage, by naming the file leaf_ring_[stage].txt, and specifying the Leaf stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| tex_name | [string] | Name of texture to be displayed on the leaf particles |
| color | [R, G, B, A] | Color of leaf particles |
| psize | [value] | Sets the size of leaf particles |
| frame_speed_coef | [value] | Sets the speed of particles |
| emit_interval | [value] | Sets how often a particle is spawned |
| wind | [X, Y ,Z] | Sets the wind direction |
| range | [X, Y ,Z] | How far the particles can be spawned |
| offset | [X, Y ,Z] | Sets the offset of the particles |
| lie_plane_xz | [minX, maxX, minZ, maxZ] | Sets the plane where particles can lie on the ground |
| split_tex | [bool] | 0 is false, 1 is true |
Lit_proj
[edit | edit source]Sets a texture (or movie file) to be projected onto models in the scene. The direction and strength is set through the Projection light type, and is enabled by naming the file litproj_[stage].txt
| Name | Type | Use |
|---|---|---|
| tex_name | [string] | Name of texture to be projected on models |
Rain
[edit | edit source]Adds a rain effect to the stage, and is applied to a whole stage by naming the file rain_[stage].txt, and specifying the Rain stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| tex_name | [string] | Name of texture to be displayed on as the rain |
| num_rain | [integer] | Sets the amount of rain particles |
| color | [R, G, B, A] | Sets the color of rain particles |
| velocity | [X, Y ,Z] | Sets the speed of particles |
| vel_range | [X, Y ,Z] | Adjusts the velocity randomly within range |
| psize | [X, Y] | Size of rain particles |
| range | [X, Y ,Z] | How far the particles can be spawned |
| offset | [X, Y ,Z] | Sets the offset of the particles |
Ripple
[edit | edit source]Adds a ripple effect to the Water and Puddle shaders, and is applied by naming the file ripple_[stage].txt, and specifying the WaterSplash stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| rain_ripple_num | [integer] | Number of rain ripples |
| rain_ripple_min_value | [value] | Sets the minimum value |
| rain_ripple_max_value | [value] | Sets the maximum value |
| ground_y | [value] | Sets the height of the ground |
| emit_pos_scale | [value] | Adjusts the scale of the ripples |
| emit_pos_ofs_x | [value] | Sets the X offset of ripples |
| emit_pos_ofs_Z | [value] | Sets the Z offset of ripples |
| wake_attn | [value] | Sets the attenutation of waves |
| speed | [value] | Sets the speed of waves |
| ripple_tex_name | [string] | Sets the name of the ripple texture |
| use_float_ripplemap | [bool] | |
| rob_emitter_size | [value] | Size of emmisions from characters |
| emitter_size | [value] | Size of emissions |
| emitter_num | [value] | Amount of emissions |
Snow
[edit | edit source]Adds snow that falls to the ground, and is applied to a whole stage by naming the file snow_[stage].txt, and specifying the Snow stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| tex_name | [string] | Sets the texture used for snow particles |
| num_snow | [integer] | Amount of snow particles |
| num_snow_gpu | [integer] | Amount of snow particles (rendered by GPU?) |
| color | [R, G, B, A] | Sets the color of snow particles |
| velocity | [X, Y ,Z] | Sets the speed of particles |
| vel_range | [X, Y ,Z] | Adjusts the velocity randomly within range |
| range | [X, Y ,Z] | How far the particles can be spawned |
| range_gpu | [X, Y ,Z] | How far the particles can be spawned (if spawned by GPU?) |
| offset | [X, Y ,Z] | Sets the offset of the particles |
| offset_gpu | [X, Y ,Z] | Sets the offset of the particles (if spawned by GPU?) |
| colli_ground | [minX, maxX, minZ, maxZ, Y] | Sets a floor for snow particles to land |
Splash
[edit | edit source]Adds splashes underneath a character's feet in the Water and Puddle shaders, and is applied by naming the file splash_[stage].txt, and specifying the WaterSlashOnFeet stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| splash_tex_name | [string] | Sets the texture used for splash particles |
| splash_obj_name | [string] | Sets the mesh used for splashes |
| particle_size | [value] | Sets the size of splash particles |
| emit_num | [value] | Amount of particles to emit |
| emission_ratio_attn | [value] | Sets the attenutation of emmisions |
| emission_velocity_scale | [value] | Sets the velocity fall off of emmisions |
| ripple_emission | [value] | Amount of ripples to emit |
| color | [R, G, B, A] | Sets the color of splash particles |
| in_water | [bool] | |
| blink | [bool] | Sets the particles to blink |
Star
[edit | edit source]Adds real-time stars, thanks to Megastar. The effect is applied to a specific texture, and enabled by naming the file star_[stage].txt, and specifying the Star stage effect in Stage Data.
| Name | Type | Use |
|---|---|---|
| milky_way_texture_name | [string] | Sets the texture as the milky way |
| utc | [YYYY MM DD HH MM S] | Sets the time to display the stars from |
| rotation_y_deg | [degree] | Sets the Y rotation of stars in degrees |
| observer_north_latitude_deg | [degree] | Sets the observer latitude position in degrees |
| observer_east_longitude_deg | [degree] | Sets the observer longitude position in degrees |
| modifiers 0 | [values] | Undocumented modifiers |
| modifiers 1 | [values] | Undocumented modifiers |
