EvilEngine/PORT: Difference between revisions

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{| class="wikitable"
{| class="wikitable"
! Offset !! Type !! Description
! Offset !! Type !! Variable !! Description
|-
|-
| 0x08 || int || '''[[CAM|Camera]]'''. Unknown
| 0x08 || [[AssetID]] ([[CAM|Camera]]) || '''assetCameraID''' || Unknown
|-
|-
| 0x0C || int || '''[[MRKR|Marker]]''' to teleport to. If it can't be found, the position of the [[PLYR|Player]] asset is used.
| 0x0C || [[AssetID]] ([[MRKR|Marker]]) || '''assetMarkerID''' || Marker to teleport to. If it can't be found, the position of the [[PLYR|Player]] asset is used.
|-
|-
| 0x10 || float || '''Rotation''' in degrees, that the player and camera will face in.
| 0x10 || float || '''ang''' || Rotation in degrees, that the player and camera will face in.
|-
|-
| 0x14 || char[4] || ID of the '''Level''' to warp to. This is backwards on the GameCube version (i.e. instead of "HB01", use "10BH"). If it's the same as the current level's ID, the teleportation will happen instantly. Otherwise, a loading screen will appear for the new level.
| 0x14 || uint || '''sceneID''' || ID of the level to warp to. This is backwards on the GameCube version (i.e. instead of "HB01", use "10BH"). If it's the same as the current level's ID, the teleportation will happen instantly. Otherwise, a loading screen will appear for the new level.
|-
|-
! colspan="3" | Events
! colspan="4" | Events
|-
|-
| 0x18 || Event[numberOfEvents] || '''[[Events]]'''
| 0x18 || Event[numberOfEvents] || '''[[Events]]''' ||
|}
|}



Revision as of 10:25, 15 February 2019

PORT
Portal
TypeObject
Games usedThe Incredibles

Format

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

Offset Type Variable Description
0x08 AssetID (Camera) assetCameraID Unknown
0x0C AssetID (Marker) assetMarkerID Marker to teleport to. If it can't be found, the position of the Player asset is used.
0x10 float ang Rotation in degrees, that the player and camera will face in.
0x14 uint sceneID ID of the level to warp to. This is backwards on the GameCube version (i.e. instead of "HB01", use "10BH"). If it's the same as the current level's ID, the teleportation will happen instantly. Otherwise, a loading screen will appear for the new level.
Events
0x18 Event[numberOfEvents] Events