Difference between revisions of "Sonic Heroes/Event Editing"
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===ONE Archives=== | ===ONE Archives=== | ||
In each "event{{red|TT}}{{Electric Lime|SS}}_scean{{Laser Lemon|NN}}.one" archives, they contain camera animations in .TMB format and objects that load during the cut-scenes. {{red|TT}} is the team ID, {{Electric Lime|SS}} is the stage scene ID and {{Laser Lemon|NN}} is the scene number. | In each "event{{red|TT}}{{Electric Lime|SS}}_scean{{Laser Lemon|NN}}.one" archives, they contain camera animations in .TMB format and objects that load during the cut-scenes. {{red|TT}} is the team ID, {{Electric Lime|SS}} is the stage scene ID and {{Laser Lemon|NN}} is the scene number. | ||
+ | ====Cameras==== | ||
+ | Each event camera entry has a number of sections parsed by the offset starting at 0x0. | ||
+ | |||
+ | {| class="prettytable" style="width:auto;" | ||
+ | !Footer Offset||Description | ||
+ | |- | ||
+ | |0x0 | ||
+ | |Intro Camera | ||
+ | |- | ||
+ | |0x4 | ||
+ | |Victory Camera | ||
+ | |- | ||
+ | |0x8 | ||
+ | |Intro FOV | ||
+ | |- | ||
+ | |0xC | ||
+ | |Victory FOV | ||
+ | |} | ||
+ | |||
+ | '''Rotation:''' | ||
+ | {| class="prettytable" style="width:auto;" | ||
+ | !Offset||Type||Description | ||
+ | |- | ||
+ | |0x0 | ||
+ | |Long | ||
+ | |ID | ||
+ | |- | ||
+ | |0x4 | ||
+ | |Float | ||
+ | |Pitch | ||
+ | |- | ||
+ | |0x8 | ||
+ | |Float | ||
+ | |Roll | ||
+ | |- | ||
+ | |0xC | ||
+ | |Float | ||
+ | |Yaw | ||
+ | |} | ||
+ | |||
+ | '''View:''' | ||
+ | {| class="prettytable" style="width:auto;" | ||
+ | !Offset||Type||Description | ||
+ | |- | ||
+ | |0x0 | ||
+ | |Int | ||
+ | |Field of View | ||
+ | |- | ||
+ | |0x4 | ||
+ | |Int | ||
+ | |ID | ||
+ | |} | ||
====Objects==== | ====Objects==== | ||
For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these: | For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these: |
Revision as of 18:33, 29 February 2020
SCHG: Sonic Heroes |
---|
Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
In variety of rendered cut-scenes through some levels in story mode, they use camera animations in each event through the cut-scene before the start of the level.
File Names
ONE Archives
In each "eventTTSS_sceanNN.one" archives, they contain camera animations in .TMB format and objects that load during the cut-scenes. TT is the team ID, SS is the stage scene ID and NN is the scene number.
Cameras
Each event camera entry has a number of sections parsed by the offset starting at 0x0.
Footer Offset | Description |
---|---|
0x0 | Intro Camera |
0x4 | Victory Camera |
0x8 | Intro FOV |
0xC | Victory FOV |
Rotation:
Offset | Type | Description |
---|---|---|
0x0 | Long | ID |
0x4 | Float | Pitch |
0x8 | Float | Roll |
0xC | Float | Yaw |
View:
Offset | Type | Description |
---|---|---|
0x0 | Int | Field of View |
0x4 | Int | ID |
Objects
For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these:
- _ALPHA_ - Alpha + reflective material
- _ALPHANL_ - Alpha
- _PLUS_ - Additive Alpha
Any names without these will assign a regular flags to the object. These will only work for certain objects, any others are given their flag that's defined by the game's function at these addresses:
- 0x90DF5 (0x490DF5)
- 0x90E9A (0x490E9A)
- 0x90F2A (0x490F2A)
- 0x90F62 (0x490F62)