OBD:ONCP
Jump to navigation
Jump to search
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 F9 03 00 | 1017 | 01017-.ONCP |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[20] | AD DE | dead | unused |
0x1C | int32 | 0D 00 00 00 | 13 | array size |
First element (black outline) | ||||
0x00 | char[16] | acid | particle name (all entries after the first 00 are useless); (called up from the Particle.TRAM file) | |
0x10 | char[64] | env_splash_e01a | reference to 05799-3RAPenv_splash_e01a.BINA of level 0 (all entries after the first 00 are useless) | |
0x50 | int16hb | FF FF | -1, high bit | number of the bodypart, which the particle is fixed to (-1 = disabled); if the high bit is set (the high bit is 00 80), the particle isn't fixed to a bodypart, but calculated |
0x52 | int16 | 5F 00 | 95 | unknown; always the same |
0x54 | int32 | 00 00 00 00 | 0 | unknown; always the same |
- Note
- The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the ONCC that links to it.
- Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
- Default bone ID
- The ones specified in the particle tracks of the TRAM seem to have the final word.
- I really don't know about 0x8000=32768 (used for snap/h2h_snap_e01)
ONI BINARY DATA |
---|
ONCC << Other file types >> ONCV |
ONCP : Oni Character Particle Array |
Character file |