OBD:TRAM/raw0x30: Difference between revisions
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m (unnecessary side edit as I go through the TRAM) |
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(5 intermediate revisions by 3 users not shown) | |||
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<CENTER>[[OBD:TRAM/raw0x2C|particle part]] << '''[[OBD:TRAM|TRAM]] - position part''' >> [[OBD:TRAM/raw0x34|bodyparts animation part]]</CENTER> | |||
< | |||
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[[image:tram_r10.gif]] | |||
{ | {{Table}} | ||
{{OBDth}} | |||
{{OBDtrBK}} | |||
| | {{OBDtr| 0x00 | int16 |FFC8C8| 00 00 | 0 | x position }} | ||
| | {{OBDtr| 0x02 | int16 |FFFFC8| 00 00 | 0 | z position }} | ||
{{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 }} | |||
| 0 | |||
| | |||
| | |||
| | |||
| 0 | |||
| | |||
| | |||
| 1162 | |||
| | |||
| | |||
| | |||
| -65 | |||
|} | |} | ||
;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, i.e., the discretized unit here is 1/100th of Oni's regular world unit. | |||
:The x,z position is relative to the initial character location at the start of the animation. | |||
<CENTER>[[OBD:TRAM/raw0x2C|particle part]] << '''[[OBD:TRAM|TRAM]] - position part''' >> [[OBD:TRAM/raw0x34|bodyparts animation part]]</CENTER> | |||
<CENTER>[[OBD:TRAM/raw0x2C| | |||
{{OBD}} |
Latest revision as of 21:16, 30 January 2022
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, i.e., the discretized unit here is 1/100th of Oni's regular world unit.
- The x,z position is relative to the initial character location at the start of the animation.