Stage Effects

From DivaDocs
Revision as of 09:49, 23 September 2025 by Platonic (talk | contribs) (Created page with "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 == 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 ''...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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

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:

Object Data
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

Object Data
Name Type
out_height [value]
rect.height [value]
rect.width [value]
rect.[X, Y] [value]
ring_height [value]

Fog_ring

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.

Fog Ring 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

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.

Leaf 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 [min X, max X, min Z, max Z] Sets the plane where particles can lie on the ground
split_tex [bool] 0 is false, 1 is true

Lit_proj

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

Light Projection Data
Name Type Use
tex_name [string] Name of texture to be projected on models

Rain

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.

Rain 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

Adds a ripple effect to the Water and Puddle shaders, and is applied to a whole stage by naming the file ripple_[stage].txt, and specifying the WaterSplash stage effect in Stage Data.

Ripple 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