OBD:CRSA: Difference between revisions
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(ssg was dead wrong to remove these) |
(mentioning the capacity issue) |
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{{OBDtr| 0x014 | int32 |00FFFF| 11 00 00 00 | 17 | array size }} | {{OBDtr| 0x014 | int32 |00FFFF| 11 00 00 00 | 17 | array size }} | ||
{{OBDtr| 0x018 | int32 |FF00FF| 11 00 00 00 | 17 | array size again }} | {{OBDtr| 0x018 | int32 |FF00FF| 11 00 00 00 | 17 | array size again }} | ||
{{OBDtr| 0x01C | int32 |FF8000| 14 00 00 00 | 20 | array capacity }} | {{OBDtr| 0x01C | int32 |FF8000| 14 00 00 00 | 20 | array capacity; always the same in original Oni }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr2|0x000 | char[160]|FFC8C8| _lvl_3_Intro_TCL_A_corpse.dat| space for notes; probably the name of the source file }} | {{OBDtr2|0x000 | char[160]|FFC8C8| _lvl_3_Intro_TCL_A_corpse.dat| space for notes; probably the name of the source file }} | ||
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|ALIGN=LEFT|bounding box for the whole corpse | |ALIGN=LEFT|bounding box for the whole corpse | ||
|} | |} | ||
;Array capacity | |||
:As of 20:23, 15 November 2008 (CET), it is not clear whether Oni stores new corpses in this array and what happens if the capacity is exceeded. | |||
;Bones | ;Bones |
Revision as of 19:23, 15 November 2008
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The first image shows the header and the beginning of the first element. The second image the end of it.
Offset | Type | Raw Hex | Value | Description | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x000 | res_id | 01 35 02 00 | 565 | 00565-.CRSA | ||||||||||||||||||||||||
0x004 | lev_id | 01 00 00 06 | 3 | level 3 | ||||||||||||||||||||||||
0x008 | char[12] | AD DE | dead | unused | ||||||||||||||||||||||||
0x014 | int32 | 11 00 00 00 | 17 | array size | ||||||||||||||||||||||||
0x018 | int32 | 11 00 00 00 | 17 | array size again | ||||||||||||||||||||||||
0x01C | int32 | 14 00 00 00 | 20 | array capacity; always the same in original Oni | ||||||||||||||||||||||||
First element (black outline) | ||||||||||||||||||||||||||||
0x000 | char[160] | _lvl_3_Intro_TCL_A_corpse.dat | space for notes; probably the name of the source file | |||||||||||||||||||||||||
0x0A0 | link | 01 36 02 00 | 566 | link to 00566-TCTF_lite_1.ONCC | ||||||||||||||||||||||||
0x0A4 | matrix |
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transform matrix for the pelvis (in world space) | ||||||||||||||||||||||||
0xD4-0x434 : transform matrices for the other 18 bones | ||||||||||||||||||||||||||||
0x434 | AABB |
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bounding box for the whole corpse |
- Array capacity
- As of 20:23, 15 November 2008 (CET), it is not clear whether Oni stores new corpses in this array and what happens if the capacity is exceeded.
- Bones
- Here is one of the few places where the bone count 19 is apparently hardcoded.
- I.e., custom characters with weird bone counts won't work. See, e.g., TRIA
- What's in a bone?
- The transformation matrix (3D rotation/scale/shear/mirror and translation)
- can be seen as four 3D vectors X, Y, Z, and R in world space.
- If a bone mesh has a vertex at (x, y, z) in its native coordinates,
- then the actual position of that vertex in the level will be R + x X + y Y + z Z
- That's the transformation defined by the 3x4 transform matrix.
Reminder : the 2nd coordinate of X, Y, Z, and R is the height.
- Authoring
- The script command make_corpse(filename) creates a separate corpse file in the Oni folder.
- The pose of the corpse is taken from the player character. The format is roughly as above.
- The contents of the files thus created can then be inserted as elements in a level's CRSA.
ONI BINARY DATA |
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CONS << Other file types >> DOOR |
CRSA : Corpse Array |
Level file |