EvilEngine/FLY: Difference between revisions
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{{AssetInfobox |
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|subtitle=Flythrough |
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|type=[[Binary]] |
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|games=Battle for Bikini Bottom<br>The SpongeBob SquarePants Movie}} |
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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. |
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. |
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Revision as of 18:58, 30 November 2018
FLY | |
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Flythrough | |
Type | Binary |
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 |
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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 |