XML:TRAS: Difference between revisions

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{{XML_File_Header | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen }}
{{XML_File_Header | prev=TRAM | type=TRAS | next=TRBS | name=Totoro Aiming Screen}}


TRAS files supply overlay animations meant to be mixed with pre-existing animation states in a character when they are aiming a weapon. The OBD page has a good explanation of the particulars.


ONCC (<AimingScreens>)
{{Tree list}}
  |
*ONCC (<AimingScreens>)
  +--TRSC
**TRSC
        |
***TRAS (multiple)
        +--TRAS (multiple)
****TRAM*_fire_arc
            |
{{Tree list|end}}
            +--TRAM*_fire_arc
 
 
TRAM*_fire_arc are exported with QKeys in xml. These are, according to the hex page, not stored versus time like in ordinary TRAMs but as a list.


TRAM*_fire_arc files are exported with QKeys (quaternions) in XML. These are not stored versus time like in ordinary TRAMs but as a list.


{| class="wikitable" width=100%
{| class="wikitable" width=100%
|width=120px| '''tag'''
|width=120px| '''Tag'''
|width=100px| '''type'''
|width=100px| '''Type'''
| '''description'''
| '''Description'''
|-
|-
| <TRAS id="0">
| <TRAS id="0">
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|  
|  
|}
|}
{{XML}}

Latest revision as of 00:24, 4 February 2026

TRAS : Totoro Aiming Screen
XML modding tips
See HERE to start learning about XML modding.
See HERE if you are searching for information on how to handle object coordinates.
See HERE for some typical modding errors and their causes.
XML.png
XML

TRAM << Other file types >> TRBS

switch to OBD page

TRAS files supply overlay animations meant to be mixed with pre-existing animation states in a character when they are aiming a weapon. The OBD page has a good explanation of the particulars.

  • ONCC (<AimingScreens>)
    • TRSC
      • TRAS (multiple)
        • TRAM*_fire_arc

TRAM*_fire_arc files are exported with QKeys (quaternions) in XML. These are not stored versus time like in ordinary TRAMs but as a list.

Tag Type Description
<TRAS id="0"> parent tag
<Animation> link TRAM file
<LeftStep> float
<RightStep> float
<LeftFrames> integer
<RightFrames> integer
<DownStep> float
<UpStep> float
<DownFrames> integer
<UpFrames> integer