XML:TRAS: Difference between revisions

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m (putting nav header parameters in more logical order)
m (copy-edit)
 
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{{XML_File_Header | prev=TRAM | type=TRAS | next=TRBS | name=Totoro Aiming Screen}}
{{XML_File_Header | prev=TRAM | type=TRAS | next=TRBS | name=Totoro Aiming Screen}}


TRAS files supply overlay animations meant to be mixed with pre-existing animation states in a character when they are aiming a weapon. The OBD page has a good explanation of the particulars.


  ONCC (<AimingScreens>)
  ONCC (<AimingScreens>)
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             +--TRAM*_fire_arc
             +--TRAM*_fire_arc


 
TRAM*_fire_arc files are exported with QKeys (quaternions) in XML. These are not stored versus time like in ordinary TRAMs but as a list.
TRAM*_fire_arc are exported with QKeys (quaternions) in xml. These are, according to the hex page, not stored versus time like in ordinary TRAMs but as a list.
 


{| class="wikitable" width=100%
{| class="wikitable" width=100%
|width=120px| '''tag'''
|width=120px| '''Tag'''
|width=100px| '''type'''
|width=100px| '''Type'''
| '''description'''
| '''Description'''
|-
|-
| <TRAS id="0">
| <TRAS id="0">

Latest revision as of 14:08, 30 March 2021

TRAS : Totoro Aiming Screen
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

TRAM << Other file types >> TRBS

switch to OBD page

TRAS files supply overlay animations meant to be mixed with pre-existing animation states in a character when they are aiming a weapon. The OBD page has a good explanation of the particulars.

ONCC (<AimingScreens>)
  |
  +--TRSC
       |
       +--TRAS (multiple)
            |
            +--TRAM*_fire_arc

TRAM*_fire_arc files are exported with QKeys (quaternions) in XML. These are not stored versus time like in ordinary TRAMs but as a list.

Tag Type Description
<TRAS id="0"> parent tag
<Animation> link TRAM file
<LeftStep> float
<RightStep> float
<LeftFrames> integer
<RightFrames> integer
<DownStep> float
<UpStep> float
<DownFrames> integer
<UpFrames> integer