OBD:TRAM/raw0x30: Difference between revisions
< OBD:TRAM
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 11: | Line 11: | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr| 0x00 | int16 |FFC8C8| 00 00 | 0 | x position | {{OBDtr| 0x00 | int16 |FFC8C8| 00 00 | 0 | x position }} | ||
{{OBDtr| 0x02 | int16 |FFFFC8| 00 00 | 0 | z position | {{OBDtr| 0x02 | int16 |FFFFC8| 00 00 | 0 | z position }} | ||
{{OBDtr| 0x04 | uint16 |C8FFC8| 8A 04 | 1162 | vertical extent }} | {{OBDtr| 0x04 | uint16 |C8FFC8| 8A 04 | 1162 | vertical extent }} | ||
{{OBDtr| 0x06 | int16 |C8FFFF| BF FF | -65 | y offset of the vertical extent from character location }} | {{OBDtr| 0x06 | int16 |C8FFFF| BF FF | -65 | y offset of the vertical extent from character location }} | ||
Line 19: | Line 19: | ||
;Notes | ;Notes | ||
:If the RealWorld animation flag is set then this part contains garbage and it is ignored. | :If the RealWorld animation flag is set then this part contains garbage and it is ignored. | ||
:All values need to be multiplied by 0.01 to get the | :All values need to be multiplied by 0.01 to get the real values. | ||
: | :The x,z position is relative to the initial character location. | ||
<CENTER>[[OBD:TRAM/raw0x2C|particle part]] << '''[[OBD:TRAM|TRAM]] - position part''' >> [[OBD:TRAM/raw0x34|bodyparts animation part]]</CENTER> | <CENTER>[[OBD:TRAM/raw0x2C|particle part]] << '''[[OBD:TRAM|TRAM]] - position part''' >> [[OBD:TRAM/raw0x34|bodyparts animation part]]</CENTER> |
Revision as of 12:01, 11 September 2008
This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (black outline) | ||||
0x00 | int16 | 00 00 | 0 | x position |
0x02 | int16 | 00 00 | 0 | z position |
0x04 | uint16 | 8A 04 | 1162 | vertical extent |
0x06 | int16 | BF FF | -65 | y offset of the vertical extent from character location |
- Notes
- If the RealWorld animation flag is set then this part contains garbage and it is ignored.
- All values need to be multiplied by 0.01 to get the real values.
- The x,z position is relative to the initial character location.