These already existed in the PRP files but were not hooked up correctly.
This adds all missing connections and fixes the way some objects were
parented.
- [PhysicalSndGroup] cSfxPhysSnd-Marble0[1-4]_0 added references to
random sound mods for the physical sfx.
- [CoordinateInterface] SfxMarble-(Hit|Roll)Emit0[1-4] changed parent
object to MarblePhy0[1-4] as appropriate and set the parent transform
offset to 0,0,0. Previously, this was parented to a root object that
did not move.
The other three marbles in the clock area will require the creation of
new objects and will be done in another commit.
[PXPhysical] Bendy Bridge
Changed the member group from kGroupDynamic to kGroupStatic. The
previous setting is for kickables (which this bridge is not). PhysX does
not allow for non-kinematic dynamic bodies to have triangle mesh bounds.
Because of the improper member group, we were forcing PhysX to treat the
triangle mesh bounds as a convex hull, making the whole bridge solid.
Or, as Simulation.0.log says:
```
WARNING: 'BendyBridge' is a dynamic triangle mesh; this is not supported
in PhysX 4... forcing to convex hull, sorry.
```
Wrong shirt was assigned in python file mod for first week shirt. This fixes that issue.
[Python File Mod - cPythFirstWeekShirtTakable - 4] Changed to "FReward_Launch"
[Python File Mod - cPythFirstWeekShirtTakable - 5] Changed to "MReward_Launch"
This is just a re-convert with a patch to CreateClothingPRP.py that
ensures icons only have one level. If there are multiple levels,
changing the texture quality will cause certain assumptions in the ACA
python to be invalidated, resulting in junked UI.
I seem to have forgotten that SDL `STRING32` variables have a fixed
length of 32 bytes. Sigh. So we must limit our names to this. Therefore,
I have renamed the shirts to "LSMysterium2021" and "SSMysterium2021".
The SDL string "LSMysterium2021;SSMysterium2021" will use up the
entirety of the 32 byte string buffer.
These PRPs are generated from the JSON source by the script
CreateClothingPRP.py, originally by @Deledrius. The specific fork used
to generate these files can be found at
https://github.com/Hoikas/moul-utils.
- [Layer #2267] Changed the texture to the new cube map.
- [nb01clockrefl*0.hsm] Newly rendered cube map for the clock lens.
- [nb01clocknumbers*40#0.hsm] Updated to use the 2048x128 source image
from the MOUL textures dump instead of the resized 1024x128 version
from Plasma MAX. This increases the clarity of the numbers in the
lens.
- [nbClockGlobe_(Entire Animation)_anim_0] Rotated all keyframes such
that the animation starts and stops at 0/25 instead of the first half
pahrtahvotee. Propogated this half p adjustment to all other
keyframes.
- [Map #2266_anim_nb01TimeOfDay] Fixed layer offset keyframes such that
the animation starts and stops at 0/25 instead of the first half
pahrtahvotee.
- [nbClockGlobe_(Entire Animation)_anim_0] Added a third keyframe to the
clock rotation animation to cause the clock to actually rotate. Also
converted to uncompressed quat keyframes due to lossy compression
breaking the animation.