Difference between revisions of "Sonic Heroes/Camera Editing"
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Igorseabra4 (talk | contribs) (Created page with "{{SCHG SH}} In the PC version of the game, camera layouts are stored in big endian sLL_cam.bin (or stgLL_cam.bin) files, where LL is the level number, located in the /dvdroot...") |
Igorseabra4 (talk | contribs) |
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| 21 | | 21 | ||
| Float | | Float | ||
− | | | + | | Point A X Position |
|- | |- | ||
| 22 | | 22 | ||
| Float | | Float | ||
− | | | + | | Point A Y Position |
|- | |- | ||
| 23 | | 23 | ||
| Float | | Float | ||
− | | | + | | Point A Z Position |
|- | |- | ||
| 24 | | 24 | ||
| Float | | Float | ||
− | | | + | | Point B X Position |
|- | |- | ||
| 25 | | 25 | ||
| Float | | Float | ||
− | | | + | | Point B Y Position |
|- | |- | ||
| 26 | | 26 | ||
| Float | | Float | ||
− | | | + | | Point B Z Position |
|- | |- | ||
− | | | + | | 24 |
| Float | | Float | ||
− | | | + | | Point C X Position |
|- | |- | ||
− | | | + | | 25 |
| Float | | Float | ||
− | | | + | | Point C Y Position |
|- | |- | ||
− | | | + | | 26 |
| Float | | Float | ||
− | | | + | | Point C Z Position |
|- | |- | ||
| 30 | | 30 | ||
Line 132: | Line 132: | ||
| 31 | | 31 | ||
| Long | | Long | ||
− | | | + | | Force |
|- | |- | ||
| 32 | | 32 | ||
| Float | | Float | ||
− | | | + | | Offset A X Position |
|- | |- | ||
| 33 | | 33 | ||
| Float | | Float | ||
− | | | + | | Offset A Y Position |
|- | |- | ||
| 34 | | 34 | ||
| Float | | Float | ||
− | | | + | | Offset B X Position |
|- | |- | ||
| 35 | | 35 | ||
| Float | | Float | ||
− | | | + | | Offset B Y Position |
|- | |- | ||
| 36 | | 36 | ||
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===Camera Type List === | ===Camera Type List === | ||
− | *8 - | + | *8 - Camera not fixed, looks at player from no specific position |
− | *11 - Camera fixed | + | *11 - Camera fixed at offset A, looks through player to point A |
− | *12 - Camera | + | *12 - Camera fixed at Camera Position, looks at player |
*20 - | *20 - | ||
+ | *24 - Camera fixed at offset A, looks through player to offset B | ||
=== Activation Type List === | === Activation Type List === | ||
− | *0 - Camera is active forever or until overridden | + | *0 - Camera is active forever or until overridden by another camera or user input |
*1 - Camera is active only while player in trigger | *1 - Camera is active only while player in trigger | ||
− | |||
=== Trigger Type List === | === Trigger Type List === | ||
*1 - Plane | *1 - Plane | ||
+ | *2 - | ||
*3 - Cube | *3 - Cube | ||
+ | *4 - | ||
+ | |||
+ | === Force List === | ||
+ | *0 - If auto camera, allows player input to move camera from position | ||
+ | *1 - If auto camera, player can't move camera until it is deactivated (if this is 1 and activation type is 0, you'll never be able to control the camera yourself again until reaching another camera) | ||
{{SCHGuides}} | {{SCHGuides}} | ||
[[Category:Sonic Community Hacking Guide]] | [[Category:Sonic Community Hacking Guide]] |
Revision as of 14:00, 20 August 2017
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 the PC version of the game, camera layouts are stored in big endian sLL_cam.bin (or stgLL_cam.bin) files, where LL is the level number, located in the /dvdroot folder.
Contents
File Layout
Each camera entry is 0x9C bytes long, and there are 512 entries in each file. Many entries are blank, however, so the stages use less cameras. The 0x9C bytes of each entry are divided into variables which occupy 4 bytes of space, for a total of 39 variables. They are either longs or floats.
Camera Entry
Number | Type | Description |
---|---|---|
1 | Long | Camera Type |
2 | Long | Unknown |
3 | Long | Unknown |
4 | Long | Activation Type |
5 | Long | Trigger Type |
6 | Float | Trigger X Position |
7 | Float | Trigger Y Position |
8 | Float | Trigger Z Position |
9 | Long | Trigger X Rotation |
10 | Long | Trigger Y Rotation |
11 | Long | Trigger Z Rotation |
12 | Float | Trigger X Scale |
13 | Float | Trigger Y Scale |
14 | Float | Trigger Z Scale |
15 | Float | Camera X Position |
16 | Float | Camera Y Position |
17 | Float | Camera Z Position |
18 | Long | Camera X Rotation |
19 | Long | Camera Y Rotation |
20 | Long | Camera Z Rotation |
21 | Float | Point A X Position |
22 | Float | Point A Y Position |
23 | Float | Point A Z Position |
24 | Float | Point B X Position |
25 | Float | Point B Y Position |
26 | Float | Point B Z Position |
24 | Float | Point C X Position |
25 | Float | Point C Y Position |
26 | Float | Point C Z Position |
30 | Long | Unknown |
31 | Long | Force |
32 | Float | Offset A X Position |
33 | Float | Offset A Y Position |
34 | Float | Offset B X Position |
35 | Float | Offset B Y Position |
36 | Long | Unknown |
37 | Long | Unknown |
38 | Long | Unknown |
39 | Long | Unknown |
Camera Type List
- 8 - Camera not fixed, looks at player from no specific position
- 11 - Camera fixed at offset A, looks through player to point A
- 12 - Camera fixed at Camera Position, looks at player
- 20 -
- 24 - Camera fixed at offset A, looks through player to offset B
Activation Type List
- 0 - Camera is active forever or until overridden by another camera or user input
- 1 - Camera is active only while player in trigger
Trigger Type List
- 1 - Plane
- 2 -
- 3 - Cube
- 4 -
Force List
- 0 - If auto camera, allows player input to move camera from position
- 1 - If auto camera, player can't move camera until it is deactivated (if this is 1 and activation type is 0, you'll never be able to control the camera yourself again until reaching another camera)