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}}


----


http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/tras_all.gif
[[image:tras_all.gif]]
 


{{Table}}
{{Table}}
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{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3      | level 3 }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3      | level 3 }}
{{OBDtr| 0x08 | int32    |FFC8C8| 01 15 11 00 | 4373  | link to 04373-MURCOMstand_fire_arc.[[OBD:TRAM|TRAM]] }}
{{OBDtr| 0x08 | int32    |FFC8C8| 01 15 11 00 | 4373  | link to 04373-MURCOMstand_fire_arc.[[OBD:TRAM|TRAM]] }}
{{OBDtr| 0x0C | float    |FFFFC8| DB 0F C9 3F | 1.5708 | maximum leftwards deviation of aiming vector }}
{{OBDtr| 0x0C | float    |FFFFC8| DB 0F C9 3F | 1.5708 | "left" keyframe size (in radians) }}
{{OBDtr| 0x10 | float    |FFFFC8| DB 0F C9 3F | 1.5708 | maximum rightwards deviation of aiming vector }}
{{OBDtr| 0x10 | float    |FFFFC8| DB 0F C9 3F | 1.5708 | "right" keyframe size (in radians) }}
{{OBDtr| 0x14 | int16    |C8FFC8| 01 00      | 1      | number of keyframes to maximum leftwards deviation }}
{{OBDtr| 0x14 | int16    |C8FFC8| 01 00      | 1      | number of "left" keyframes }}
{{OBDtr| 0x16 | int16    |C8FFC8| 01 00      | 1      | number of keyframes to maximum rightwards deviation }}
{{OBDtr| 0x16 | int16    |C8FFC8| 01 00      | 1      | number of "right" keyframes }}
{{OBDtr| 0x18 | float    |C8FFFF| 92 0A 86 3F | 1.0472 | maximum downwards deviation of aiming vector }}
{{OBDtr| 0x18 | float    |C8FFFF| 92 0A 86 3F | 1.0472 | "down" keyframe size (in radians) }}
{{OBDtr| 0x1C | float    |C8FFFF| 92 0A 86 3F | 1.0472 | maximum upwards deviation of aiming vector }}
{{OBDtr| 0x1C | float    |C8FFFF| 92 0A 86 3F | 1.0472 | "up" keyframe size (in radians) }}
{{OBDtr| 0x20 | int16    |FFC8FF| 01 00      | 1      | number of keyframes to maximum downwards deviation }}
{{OBDtr| 0x20 | int16    |FFC8FF| 01 00      | 1      | number of "down" keyframes }}
{{OBDtr| 0x22 | int16    |FFC8FF| 01 00      | 1      | number of keyframes to maximum upwards deviation }}
{{OBDtr| 0x22 | int16    |FFC8FF| 01 00      | 1      | number of "up" keyframes }}
|}
|}


----
;Deviations
:They're in radians, of course.
;Lateral deviation
:I might have mixed left and right. Too lazy to check.
;Keyframes
;Keyframes
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles.
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few zones.
::(commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming)
::(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.
: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.
::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:
:For a regular aiming screen (9 key frames), the storage is as follows:
:*aiming high and to the left
:*aiming high
:*aiming high and to the right  
:*aiming high and to the right  
:*aiming high
:*aiming to the left
:*aiming high and to the left
:*aiming straight ahead
:*aiming to the right  
:*aiming to the right  
:*aiming straight ahead
:*aiming low and to the left
:*aiming to the left
:*aiming low and to the right
:*aiming low  
:*aiming low  
:*aiming low and to the left
:*aiming low and to the right
:All these take up one frame each, for every affected bone.
: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 last frame is duplicated at the end of the track. Not sure it's actually needed.
Line 47: Line 41:
;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}}
{{OBD}}

Latest revision as of 14:23, 14 October 2010

ONI BINARY DATA
TRAM << Other file types >> TRBS
TRAS : Totoro Aiming Screen
switch to XML:TRAS page
Overview @ Oni Stuff
OBD.png


Tras all.gif


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 "left" keyframe size (in radians)
0x10 float DB 0F C9 3F 1.5708 "right" keyframe size (in radians)
0x14 int16 01 00 1 number of "left" keyframes
0x16 int16 01 00 1 number of "right" keyframes
0x18 float 92 0A 86 3F 1.0472 "down" keyframe size (in radians)
0x1C float 92 0A 86 3F 1.0472 "up" keyframe size (in radians)
0x20 int16 01 00 1 number of "down" keyframes
0x22 int16 01 00 1 number of "up" keyframes
Keyframes
The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few zones.
(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 left
  • aiming high
  • aiming high and to the right
  • aiming to the left
  • aiming straight ahead
  • aiming to the right
  • aiming low and to the left
  • aiming low
  • aiming low and to the right
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