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}} | {{OBD_File_Header | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}} | ||
[[image:tras_all.gif]] | |||
{{Table}} | {{Table}} | ||
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|} | |} | ||
;Deviations | ;Deviations | ||
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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}} |
Revision as of 20:21, 2 September 2007
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 16 11 00 | 4374 | 04374-MURCOMaim_screen_stand.TRAS |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | int32 | 01 15 11 00 | 4373 | link to 04373-MURCOMstand_fire_arc.TRAM |
0x0C | float | DB 0F C9 3F | 1.5708 | maximum leftwards deviation of aiming vector |
0x10 | float | DB 0F C9 3F | 1.5708 | maximum rightwards deviation of aiming vector |
0x14 | int16 | 01 00 | 1 | number of keyframes to maximum leftwards deviation |
0x16 | int16 | 01 00 | 1 | number of keyframes to maximum rightwards deviation |
0x18 | float | 92 0A 86 3F | 1.0472 | maximum downwards deviation of aiming vector |
0x1C | float | 92 0A 86 3F | 1.0472 | maximum upwards deviation of aiming vector |
0x20 | int16 | 01 00 | 1 | number of keyframes to maximum downwards deviation |
0x22 | int16 | 01 00 | 1 | number of keyframes to maximum upwards deviation |
- Deviations
- They're in radians, of course.
- 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 of the TRAM.
- Overview
- See HERE for now.
ONI BINARY DATA |
---|
TRAM << Other file types >> TRBS |
TRAS : Totoro Aiming Screen |
Character file |