EvilEngine/TEXT

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Revision as of 02:30, 12 September 2018 by Battlepedia>Igorseabra4 (Created page with "TEXT assets contain text that is used ingame in message boxes and other places. ==Format== {| class="wikitable" ! Offset !! Type !! Description |- | 0x00 || int || Character...")
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TEXT assets contain text that is used ingame in message boxes and other places.

Format

Offset Type Description
0x00 int Character count
0x04 char[charCount] Text (zero-terminated; the terminator is not included in charCount)
charCount + 0x04 byte[] Padding (0x00 until the data is aligned to 0x04)

Text Formatting

The text can be formatted by introducing tags. The tags are usually in the format:

{variable:value}
{variable=value}
{variable}

They usually either affect the text coming immediately after it, or insert something in the text (such as an image or variable).

Tag List (incomplete)

The tags placed in [brackets] are optional.

Tag Format Variable Type Description
{c=<variable>}
{color=<variable>}
Color (4 bytes, AARRGGBB) Customizes the text color.
{red:<variable>}
Float (range: 0 to 1) Customizes the red component of the text color.
{green=<variable>}
Float (range: 0 to 1) Customizes the green component of the text color.
{blue=<variable>}
Float (range: 0 to 1) Customizes the blue component of the text color.
{reset:c}
{reset:color}
None Resets color to default.
{i:<variable>}
TEXT Asset Name Gets replaced by the text in the specified asset. {i:keyword}, for example, inserts the keyword text (which is an asset in boot.HIP) that doesn't contain actual text but sets the text color to a shade of red.
{tex:<variable1>[;scale=<variable2>;dst=<variable3>;off=<variable4>]}
RWTX Asset Name, Unknown, Vector4 (Unknown), Vector2 (Unknown) Places a texture in the text.
{reset:tex}
None Resets text texture to default.
{n}
None New line character
{page_break}
None Page break character (note: Industrial Park's text editor uses a new line character to represent this)
{signal:<variable>}
Integer Unknown; camera?
{sound:<variable1>[;speaker=<variable2>]}
SNDS Asset Name, VIL Asset Name Defines sound (usually a voice line) to play when this line is reached.
{teleport}
None Teleports the player at this point in the text.
{timer:<variable>}
TIMR Asset Name Gets replaced by the timer's current time.
{wait[:<variable1>];prompt[=<variable2>]}
?