OBD:TRAS: Difference between revisions

963 bytes removed ,  14 October 2010
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http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/tras_all.gif
[[image:tras_all.gif]]




{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{{Table}}
|- BGCOLOR="#FFDDBB" ALIGN=CENTER
{{OBD_Table_Header}}
| WIDTH=15% | <B>Hex</B>
|- ALIGN=CENTER VALIGN=TOP
| WIDTH=15% | <B>Translation</B>
{{OBDtr| 0x00 | res_id  |FF0000| 01 16 11 00 | 4374   | 04374-MURCOMaim_screen_stand.TRAS }}
| WIDTH=70% | <B>Meaning</B>
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3     | level 3 }}
|- VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x08 | int32    |FFC8C8| 01 15 11 00 | 4373   | link to 04373-MURCOMstand_fire_arc.[[OBD:TRAM|TRAM]] }}
| ALIGN=CENTER BGCOLOR="#FF0000" | 01 16 11 00
{{OBDtr| 0x0C | float    |FFFFC8| DB 0F C9 3F | 1.5708 | "left" keyframe size (in radians) }}
| ALIGN=CENTER | 4374
{{OBDtr| 0x10 | float    |FFFFC8| DB 0F C9 3F | 1.5708 | "right" keyframe size (in radians) }}
| 04374-MURCOMaim_screen_stand.TRAS
{{OBDtr| 0x14 | int16    |C8FFC8| 01 00       | 1     | number of "left" keyframes }}
|- VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x16 | int16    |C8FFC8| 01 00       | 1     | number of "right" keyframes }}
| ALIGN=CENTER BGCOLOR="#FFFF00" | 01 00 00 06
{{OBDtr| 0x18 | float    |C8FFFF| 92 0A 86 3F | 1.0472 | "down" keyframe size (in radians) }}
| ALIGN=CENTER | 3
{{OBDtr| 0x1C | float    |C8FFFF| 92 0A 86 3F | 1.0472 | "up" keyframe size (in radians) }}
| level 3
{{OBDtr| 0x20 | int16    |FFC8FF| 01 00       | 1     | number of "down" keyframes }}
|- VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x22 | int16    |FFC8FF| 01 00       | 1     | number of "up" keyframes }}
| ALIGN=CENTER BGCOLOR="#FFC8C8" | 01 15 11 00
| ALIGN=CENTER | 4373
| link to 04373-MURCOMstand_fire_arc.[[OBD:TRAM|TRAM]]
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F
| ALIGN=CENTER | 1.5708
| maximum leftwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F
| ALIGN=CENTER | 1.5708
| maximum rightwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00
| ALIGN=CENTER | 1
| number of keyframes to maximum leftwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00
| ALIGN=CENTER | 1
| number of keyframes to maximum rightwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F
| ALIGN=CENTER | 1.0472
| maximum downwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F
| ALIGN=CENTER | 1.0472
| maximum upwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00
| ALIGN=CENTER | 1
| number of keyframes to maximum downwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00
| ALIGN=CENTER | 1
| number of keyframes to maximum upwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFC800" | AD DE
| ALIGN=CENTER | dead
| not used
|}
|}
;Deviations
 
:They're in radians, of course.
;Lateral deviation
:I might have mixed left and right. Too lazy to check.
;Keyframes
;Keyframes
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles.
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few zones.
::(commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming)
::(commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming)
:Keyframes are placed at the nodes of that grid: commonly 9, 15 for most rifle aiming screens, 6 for prone pistol aiming.
:Keyframes are placed at the nodes of that grid: commonly 9, 15 for most rifle aiming screens, 6 for prone pistol aiming.
::The corresponding bone rotations are stored in the associated TRAM. Not versus time like in ordinary TRAMs but as a list.
::The corresponding bone rotations are stored in the associated TRAM. Not versus time like in ordinary TRAMs but as a list.
:For a regular aiming screen (9 key frames), the storage is as follows:
:For a regular aiming screen (9 key frames), the storage is as follows:
:*aiming high and to the left
:*aiming high
:*aiming high and to the right  
:*aiming high and to the right  
:*aiming high
:*aiming to the left
:*aiming high and to the left
:*aiming straight ahead
:*aiming to the right  
:*aiming to the right  
:*aiming straight ahead
:*aiming low and to the left
:*aiming to the left
:*aiming low and to the right
:*aiming low  
:*aiming low  
:*aiming low and to the left
:*aiming low and to the right
:All these take up one frame each, for every affected bone.
:All these take up one frame each, for every affected bone.
::The last frame is duplicated at the end of the track. Not sure it's actually needed.
::The last frame is duplicated at the end of the track. Not sure it's actually needed.
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;Overview
;Overview
:See [[OBD_talk:TRAS|HERE]] for now.
:See [[OBD_talk:TRAS|HERE]] for now.


{{OBD_File_Footer | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}}
{{OBD_File_Footer | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}}
{{OBD}}
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