OBD:ONCP

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Revision as of 20:42, 10 September 2007 by Ssg (talk | contribs) (design)
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ONI BINARY DATA
ONCC << Other file types >> ONCV
ONCP : Oni Character Particle Array
switch to XML:ONCP page
Overview @ Oni Stuff
OBD.png


Oncp a.gif


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