OBD:TRAS: Difference between revisions

From OniGalore
Jump to navigation Jump to search
No edit summary
m (done ^^)
Line 1: Line 1:
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> TRAS File
{{OBD_File_Header | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}}
 
 
<CENTER>[[OBD:TRAM|<==]] <FONT SIZE=5>TRAS File</FONT> [[OBD:TRBS|==>]]<BR>
<FONT SIZE=2>Totoro Aiming Screen - Character File</FONT></CENTER>




Line 29: Line 25:
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F
| ALIGN=CENTER | 1.5708
| ALIGN=CENTER | 1.5708
| unknown
| maximum leftwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F
| ALIGN=CENTER BGCOLOR="#FFFFC8" | DB 0F C9 3F
| ALIGN=CENTER | 1.5708
| ALIGN=CENTER | 1.5708
| unknown
| maximum rightwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00
| ALIGN=CENTER | 1
| ALIGN=CENTER | 1
| unknown
| number of keyframes to maximum leftwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00
| ALIGN=CENTER BGCOLOR="#C8FFC8" | 01 00
| ALIGN=CENTER | 1
| ALIGN=CENTER | 1
| unknown
| number of keyframes to maximum rightwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F
| ALIGN=CENTER | 1.0472
| ALIGN=CENTER | 1.0472
| unknown
| maximum downwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F
| ALIGN=CENTER BGCOLOR="#C8FFFF" | 92 0A 86 3F
| ALIGN=CENTER | 1.0472
| ALIGN=CENTER | 1.0472
| unknown
| maximum upwards deviation of aiming vector
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00
| ALIGN=CENTER | 1
| ALIGN=CENTER | 1
| unknown
| number of keyframes to maximum downwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00
| ALIGN=CENTER BGCOLOR="#FFC8FF" | 01 00
| ALIGN=CENTER | 1
| ALIGN=CENTER | 1
| unknown
| number of keyframes to maximum upwards deviation
|- VALIGN=TOP BGCOLOR="#FFEEDD"
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=CENTER BGCOLOR="#FFC800" | AD DE
| ALIGN=CENTER BGCOLOR="#FFC800" | AD DE
Line 63: Line 59:
| not used
| not used
|}
|}
;Lateral deviation
:I might have mixed left and right. Too lazy to check.
;Keyframes
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles.
::(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 right
:*aiming high
:*aiming high and to the left
:*aiming to the right
:*aiming straight ahead
:*aiming to the left
:*aiming low and to the right
:*aiming low
:*aiming low and to the left
: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 if the TRAM.




<HR>
{{OBD_File_Footer | type=TRAS | prev=TRAM | next=TRBS | name=Totoro Aiming Screen | family=Character | align=center}}
<CENTER>[[OBD:TRAM|<==]] <B>TRAS File</B> [[OBD:TRBS|==>]]</CENTER>
<HR>
 
 
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> TRAS File

Revision as of 12:58, 31 January 2007

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


Hex Translation Meaning
01 16 11 00 4374 04374-MURCOMaim_screen_stand.TRAS
01 00 00 06 3 level 3
01 15 11 00 4373 link to 04373-MURCOMstand_fire_arc.TRAM
DB 0F C9 3F 1.5708 maximum leftwards deviation of aiming vector
DB 0F C9 3F 1.5708 maximum rightwards deviation of aiming vector
01 00 1 number of keyframes to maximum leftwards deviation
01 00 1 number of keyframes to maximum rightwards deviation
92 0A 86 3F 1.0472 maximum downwards deviation of aiming vector
92 0A 86 3F 1.0472 maximum upwards deviation of aiming vector
01 00 1 number of keyframes to maximum downwards deviation
01 00 1 number of keyframes to maximum upwards deviation
AD DE dead not used
Lateral deviation
I might have mixed left and right. Too lazy to check.
Keyframes
The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles.
(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 right
  • aiming high
  • aiming high and to the left
  • aiming to the right
  • aiming straight ahead
  • aiming to the left
  • aiming low and to the right
  • aiming low
  • aiming low and to the left
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 if the TRAM.


ONI BINARY DATA
TRAM << Other file types >> TRBS
TRAS : Totoro Aiming Screen
Character file