Difference between revisions of "Sonic Heroes/Event Editing"
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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. | 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 | + | ==File names== |
− | ===ONE | + | ===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. For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these: | + | 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. | ||
+ | // HEADER (0x0C bytes): | ||
+ | int32 animationOffsets // Offset pointing to event camera animation structs located at the footer. | ||
+ | int32 unknown | ||
+ | int32 unknown<br> | ||
+ | animationOffsets: | ||
+ | int32 eventRotation | ||
+ | int32 victoryRotation | ||
+ | int32 eventFov | ||
+ | int32 victoryFov<br> | ||
+ | // ROTATION SECTION | ||
+ | int32 ID // Camera Animation Number | ||
+ | float32[3] // Pitch, Roll and Yaw<br> | ||
+ | // FIELD OF VIEW SECTION | ||
+ | int32 cameraFov // Field of view in integer form. | ||
+ | int32 ID // Camera Animation Number | ||
+ | |||
+ | ====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 | *_ALPHA_ - Alpha + reflective material | ||
Line 10: | Line 30: | ||
*_PLUS_ - Additive Alpha | *_PLUS_ - Additive Alpha | ||
− | Any names without these will assign a regular flags to the object. | + | 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) | ||
+ | |||
+ | ==References== | ||
+ | <references /> | ||
{{SCHGuides}} | {{SCHGuides}} | ||
− |
Latest revision as of 16:46, 24 March 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.
// HEADER (0x0C bytes): int32 animationOffsets // Offset pointing to event camera animation structs located at the footer. int32 unknown int32 unknown
animationOffsets: int32 eventRotation int32 victoryRotation int32 eventFov int32 victoryFov
// ROTATION SECTION int32 ID // Camera Animation Number float32[3] // Pitch, Roll and Yaw
// FIELD OF VIEW SECTION int32 cameraFov // Field of view in integer form. int32 ID // Camera Animation Number
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)
References