EvilEngine/FLY: Difference between revisions
Content added Content deleted
Battlepedia>Seil (Created page with "A '''Flythrough''' defines a path for the camera to move around a level. It is made up of individual points, each point defining the transform for the camera at a specified ti...") |
Battlepedia>Igorseabra4 No edit summary |
||
Line 2: | Line 2: | ||
==Format== |
==Format== |
||
Flythroughs are stored in little-endian. There is no header, it is simply made up of the following struct which repeats until the end of the file. The total length in frames is the frame number of the last struct in the file. |
Flythroughs are stored in little-endian. There is no header, it is simply made up of the following struct which repeats until the end of the file. The total length in frames is the frame number of the last struct in the file. Each entry is 0x40 bytes long. |
||
{| class="wikitable" |
{| class="wikitable" |
||
Line 9: | Line 9: | ||
| 0x00 || int || '''Frame number'''. Usually starts at either 1 or 0, and increments by 1 with each point |
| 0x00 || int || '''Frame number'''. Usually starts at either 1 or 0, and increments by 1 with each point |
||
|- |
|- |
||
| 0x04 || [[Vector3] |
| 0x04 || [[Vector3]] || '''Normalized Camera Left''' |
||
|- |
|||
| 0x10 || [[Vector3]] || '''Normalized Camera Up''' |
|||
|- |
|||
| 0x1C || [[Vector3]] || '''Normalized Camera Backward''' |
|||
|- |
|- |
||
| 0x28 || [[Vector3]] || '''Camera Position''' |
| 0x28 || [[Vector3]] || '''Camera Position''' |
Revision as of 17:23, 27 November 2018
A Flythrough defines a path for the camera to move around a level. It is made up of individual points, each point defining the transform for the camera at a specified time. The time is measured in frames. 30 frames = 1 second.
Format
Flythroughs are stored in little-endian. There is no header, it is simply made up of the following struct which repeats until the end of the file. The total length in frames is the frame number of the last struct in the file. Each entry is 0x40 bytes long.
Offset | Type | Description |
---|---|---|
0x00 | int | Frame number. Usually starts at either 1 or 0, and increments by 1 with each point |
0x04 | Vector3 | Normalized Camera Left |
0x10 | Vector3 | Normalized Camera Up |
0x1C | Vector3 | Normalized Camera Backward |
0x28 | Vector3 | Camera Position |
0x34 | Vector3 | Unknown |