EvilEngine/CAM
CAM | |
---|---|
Camera | |
Type | Object |
Games used | The Incredibles |
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.
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 |