OBD:TRAS: Difference between revisions
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{{OBD_File_Header | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}} | |||
Line 29: | Line 25: | ||
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F | | ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F | ||
| ALIGN=CENTER | 1.5708 | | ALIGN=CENTER | 1.5708 | ||
| | | maximum leftwards deviation of aiming vector | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F | | ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F | ||
| ALIGN=CENTER | 1.5708 | | ALIGN=CENTER | 1.5708 | ||
| | | maximum rightwards deviation of aiming vector | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00 | | ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00 | ||
| ALIGN=CENTER | 1 | | ALIGN=CENTER | 1 | ||
| | | number of keyframes to maximum leftwards deviation | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00 | | ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00 | ||
| ALIGN=CENTER | 1 | | ALIGN=CENTER | 1 | ||
| | | number of keyframes to maximum rightwards deviation | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F | | ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F | ||
| ALIGN=CENTER | 1.0472 | | ALIGN=CENTER | 1.0472 | ||
| | | maximum downwards deviation of aiming vector | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F | | ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F | ||
| ALIGN=CENTER | 1.0472 | | ALIGN=CENTER | 1.0472 | ||
| | | maximum upwards deviation of aiming vector | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00 | | ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00 | ||
| ALIGN=CENTER | 1 | | ALIGN=CENTER | 1 | ||
| | | number of keyframes to maximum downwards deviation | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00 | | ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00 | ||
| ALIGN=CENTER | 1 | | ALIGN=CENTER | 1 | ||
| | | number of keyframes to maximum upwards deviation | ||
|- VALIGN=TOP BGCOLOR="#FFEEDD" | |- VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=CENTER BGCOLOR="#FFC800" | AD DE | | ALIGN=CENTER BGCOLOR="#FFC800" | AD DE | ||
Line 63: | Line 59: | ||
| not used | | not used | ||
|} | |} | ||
;Lateral deviation | |||
:I might have mixed left and right. Too lazy to check. | |||
;Keyframes | |||
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles. | |||
::(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. | |||
::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: | |||
:*aiming high and to the right | |||
:*aiming high | |||
:*aiming high and to the left | |||
:*aiming to the right | |||
:*aiming straight ahead | |||
:*aiming to the left | |||
:*aiming low and to the right | |||
:*aiming low | |||
:*aiming low and to the left | |||
: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 bones (body parts) affected by the keyframes are specified in the body if the TRAM. | |||
{{OBD_File_Footer | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}} | |||
Revision as of 12:58, 31 January 2007
|
Hex | Translation | Meaning |
01 16 11 00 | 4374 | 04374-MURCOMaim_screen_stand.TRAS |
01 00 00 06 | 3 | level 3 |
01 15 11 00 | 4373 | link to 04373-MURCOMstand_fire_arc.TRAM |
DB 0F C9 3F | 1.5708 | maximum leftwards deviation of aiming vector |
DB 0F C9 3F | 1.5708 | maximum rightwards deviation of aiming vector |
01 00 | 1 | number of keyframes to maximum leftwards deviation |
01 00 | 1 | number of keyframes to maximum rightwards deviation |
92 0A 86 3F | 1.0472 | maximum downwards deviation of aiming vector |
92 0A 86 3F | 1.0472 | maximum upwards deviation of aiming vector |
01 00 | 1 | number of keyframes to maximum downwards deviation |
01 00 | 1 | number of keyframes to maximum upwards deviation |
AD DE | dead | not used |
- Lateral deviation
- I might have mixed left and right. Too lazy to check.
- Keyframes
- The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles.
- (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.
- 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:
- aiming high and to the right
- aiming high
- aiming high and to the left
- aiming to the right
- aiming straight ahead
- aiming to the left
- aiming low and to the right
- aiming low
- aiming low and to the left
- 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 bones (body parts) affected by the keyframes are specified in the body if the TRAM.
ONI BINARY DATA |
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TRAM << Other file types >> TRBS |
TRAS : Totoro Aiming Screen |
Character file |