Difference between revisions of "Sonic Heroes/Camera Editing"
From Sonic Retro
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{{SCHG SH}} | {{SCHG SH}} | ||
− | Camera layouts are stored in big endian sLL_cam.bin (or stgLL_cam.bin) files, where LL is the level number. On PC, they are located in the /dvdroot folder. | + | Camera layouts are stored in big endian sLL_cam.bin (or stgLL_cam.bin) files, where LL is the level number. On PC and Xbox, they are located in the /dvdroot folder. |
== File Layout == | == File Layout == |
Revision as of 17:42, 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 |
Camera layouts are stored in big endian sLL_cam.bin (or stgLL_cam.bin) files, where LL is the level number. On PC and Xbox, they are 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)