OBD:CONS: Difference between revisions

425 bytes added ,  8 June 2008
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{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 00 | 0        | level 0 }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 00 | 0        | level 0 }}
{{OBDtr| 0x08 | int32    |00FF00| 00 00 00 00 | 0        | unknown; always the same }}
{{OBDtr| 0x08 | int32    |00FF00| 00 00 00 00 | 0        | unknown; always the same }}
{{OBDtr| 0x0C | float    |00FFFF| CA 62 5F 3D | 0.054537  | unknown }}
{{OBDtr| 0x0C | float    |00FFFF| CA 62 5F 3D | 0.054537  | action point x position }}
{{OBDtr| 0x10 | float    |00FFFF| 3C 9D 3B 41 | 11.725887 | unknown; always the same }}
{{OBDtr| 0x10 | float    |00FFFF| 3C 9D 3B 41 | 11.725887 | action point y position }}
{{OBDtr| 0x14 | float    |00FFFF| 22 93 4E 40 | 3.227730  | unknown; always the same }}
{{OBDtr| 0x14 | float    |00FFFF| 22 93 4E 40 | 3.227730  | action point z position }}
{{OBDtr| 0x18 | float    |FF00FF| 00 00 00 00 | 0.000000  | unknown }}
{{OBDtr| 0x18 | float    |FF00FF| 00 00 00 00 | 0.000000  | facing vector x component }}
{{OBDtr| 0x1C | float    |FF00FF| 00 00 00 00 | 0.000000  | unknown; always the same }}
{{OBDtr| 0x1C | float    |FF00FF| 00 00 00 00 | 0.000000  | facing vector y component }}
{{OBDtr| 0x20 | float    |FF00FF| 00 00 80 3F | 1.000000  | unknown; always the same }}
{{OBDtr| 0x20 | float    |FF00FF| 00 00 80 3F | 1.000000  | facing vector z component }}
{{OBDtr| 0x24 | link    |FFC8C8| 01 C5 02 00 | 709      | link to [[OBD:OFGA|00709-.OFGA]] - console geometry }}
{{OBDtr| 0x24 | link    |FFC8C8| 01 C5 02 00 | 709      | link to [[OBD:OFGA|00709-.OFGA]] - console geometry }}
{{OBDtr| 0x28 | link    |FFFFC8| 01 E0 02 00 | 736      | link to 00736-.[[OBD:M3GM|M3GM]] - console screen geometry }}
{{OBDtr| 0x28 | link    |FFFFC8| 01 E0 02 00 | 736      | link to 00736-.[[OBD:M3GM|M3GM]] - console screen geometry }}
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{{OBDtr| 0x90 | char[16] |C800C8| AD DE      | dead      | unused }}
{{OBDtr| 0x90 | char[16] |C800C8| AD DE      | dead      | unused }}
|}
|}
;Action point & facing vector
:These 2 are used to compute where the character should stay and what facing it should have to use the console. Both are in console local coordinates and the facing vector describes the orientation of the console (not of the character).
;Screen textures
:The screen textures specified here are only used if [[OBD:BINA/OBJC/CONS]] does not have them already.




{{OBD_File_Footer | type=CONS | prev=CBPM | next=CRSA | name=Console | family=Global}}
{{OBD_File_Footer | type=CONS | prev=CBPM | next=CRSA | name=Console | family=Global}}
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