EvilEngine/CAM
This asset defines cameras. Usually, the game takes control from you to display a certain camera for a moment, such as when talking to NPCs or showing you something elsewhere in the level.
CAM | |
---|---|
Camera | |
Type | Object |
Games used | The Incredibles |
Format
Cameras are object assets, so they start with their 0x8 byte header, then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x8 | Vector3 | pos | Position |
0x14 | Vector3 | at | Normalized forward vector |
0x20 | Vector3 | up | Normalized up vector |
0x2C | Vector3 | right | Normalized left vector |
0x38 | Vector3 | view_offset | |
0x44 | short | offset_start_frames | usually 30 |
0x46 | short | offset_end_frames | usually 45 |
0x48 | float | fov | (degrees) |
0x4C | float | trans_time | (seconds) Time it takes to move the camera to this position. |
0x50 | int (enum?) | trans_type | usually 0, 1, 2, 5, or 6 |
0x54 | int | flags | usually null |
0x58 | float? | fade_up | usually 0 |
0x5C | float? | fade_down | usually 0 |
0x60 | float[6] | cam_follow cam_shoulder cam_static cam_path cam_staticFollow |
??? |
0x78 | int | valid_flags |
|
0x7C | AssetID (Marker) ? | markerid | usually null |
0x80 | ? | unknown | padding? usually null |
0x84 | byte | cam_type | usually 0, 2, or 3 |
0x85 | byte[3] | pad | padding |
Events | |||
0x88 | Event[numberOfEvents] | Events |