EvilEngine/MVPT: Difference between revisions

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! Offset !! Type !! Description
! Offset !! Type !! Description
|-
|-
| 0x54 || Vector3 || Position
| 0x8 || Vector3 || Position
|-
|-
| 0x60 || byte || Unknown, usually 0x27
| 0x14 || byte || Unknown, usually 0x27
|-
|-
| 0x61 || byte || Unknown, usually 0x10
| 0x15 || byte || Unknown, usually 0x10
|-
|-
| 0x62 || byte || 0x00 for zone, 0x01 for point (?)
| 0x16 || byte || 0x00 for zone, 0x01 for point (?)
|-
|-
| 0x63 || byte || Unknown, usually 0x00
| 0x17 || byte || Unknown, usually 0x00
|-
|-
| 0x64 || int || otherAmount - Amount of children/siblings
| 0x18 || int || otherAmount - Amount of children/siblings
|-
|-
| 0x68 || Vector3 || Scale
| 0x1C || Vector3 || Scale
|-
|-
| 0x74 || [[AssetID]][otherAmount] || Asset IDs of children/siblings MVPTs
| 0x28 || [[AssetID]][otherAmount] || Asset IDs of children/siblings MVPTs
|-
|-
! colspan="3" | Events
! colspan="3" | Events

Revision as of 11:13, 10 September 2018

This asset defines move points. Enemies usually have a few MVPT to move along. Platforms and other objects also refer to this asset.

Format

MVPT are object assets, so they start with their 0x8 byte header, then are followed by:

Offset Type Description
0x8 Vector3 Position
0x14 byte Unknown, usually 0x27
0x15 byte Unknown, usually 0x10
0x16 byte 0x00 for zone, 0x01 for point (?)
0x17 byte Unknown, usually 0x00
0x18 int otherAmount - Amount of children/siblings
0x1C Vector3 Scale
0x28 AssetID[otherAmount] Asset IDs of children/siblings MVPTs
Events
- Event[numberOfEvents] Events - Do MVPT even have events?