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Difference between revisions of "Sonic Heroes/Event Editing"

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m (Reverted edits by Benjamin Thomas Newell (talk) to last revision by Black Squirrel)
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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
EXE Editing
Music Pointers
Object Parameter Data
Relocatable Editing (PC)
File Offsets

Model Editing
Collision Format
Model Format
Level Editing

Camera Editing
Event Editing
ID list
Indirect Editing
Light Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing
Voices

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing 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)
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