MINF

From Heavy Iron Modding

MINF
Model Info
TypeBinary
Games usedNight of 100 Frights

Battle for Bikini Bottom
The SpongeBob SquarePants Movie
The Incredibles
Rise of the Underminer

Ratatouille Prototype
Source codexModel.h

This asset defines information for enemies and NPCs. For example, they contain the asset IDs of the object's model, animations and possibly other data.

Format[edit]

Offset Type Description
0x00 uint32 Magic - MINF
0x04 uint32 NumMinfReference - number of model reference entries
0x08 AssetID AnimTableID - ATBL id
0x0C AssetID CombatID - Always null. Not present in Scooby
0x10 AssetID BrainID - only used by jellyfish_pink_bind.MINF. Not present in Scooby
0x14 MinfReference[NumMinfReference] Model references
- MinfParam[] Model parameters

MinfReference[edit]

Offset Type Description
0x00 AssetID ModelID - MODL or another MINF
0x04 uint16 Flags
0x06 uint8 Parent
0x07 uint8 Bone
Matrix
0x08 Vector3 Right - usually (1, 0, 0)
0x14 Vector3 Up - usually (0, 1, 0)
0x20 Vector3 At - usually (0, 0, 1)
0x2C Vector3 Pos - usually (0, 0, 0)

MinfParam[edit]

Offset Type Description
0x00 uint32 Param Type - a BKDR hash of the name of the parameter type
0x04 uint8 Length - packed length of entry. To get the actual length of the entry (including trailing padding zeroes, but not including the 4 bytes of the param type), add 1 to this then multiply by 4.
0x05 string Value - Zero-terminated string, usually representing a floating point value or a vector.
- uint8[] Padding - 1 to 3 zeroes to align to 4 bytes

Param Types[edit]

Note: the lists are possibly incomplete.

Scooby[edit]

  • Parm_AttackDmgBegTime
  • Parm_AttackDmgEndTime
  • Parm_Bubbled_Time
  • Parm_Chase_Rate
  • Parm_Dazed_Time
  • Parm_Detect_Height
  • Parm_Detect_HeightOffset
  • Parm_Detect_Radius
  • Parm_DmgVert_Buttbounce
  • Parm_Extend_Range
  • Parm_Extend_Rate
  • Parm_Extend_Time
  • Parm_Extend_Width
  • Parm_FOV_Angle
  • Parm_Gloat_Time
  • Parm_Gummed_Time
  • Parm_GumVert_CustomA
  • Parm_GumVert_CustomB
  • Parm_GumVert_Elbow
  • Parm_GumVert_LeftFoot
  • Parm_GumVert_RightFoot
  • Parm_Hit_Points
  • Parm_Lob_Arcness
  • Parm_Lob_Heaviness
  • Parm_Lob_ProjectileTypeName
  • Parm_Lob_Range
  • Parm_Lob_Reload_Time
  • Parm_Lob_Salvo
  • Parm_Lob_Speed
  • Parm_LOSVert_Eyeball
  • Parm_MinDifficulty
  • Parm_ModelScale_Base
  • Parm_Move_Rate
  • Parm_Pursue_Radius
  • Parm_SAnim_Chase
  • Parm_SAnim_Idle
  • Parm_SAnim_Move
  • Parm_SBound2OffsetVec
  • Parm_SBound2Radius
  • Parm_SBoundOffsetVec
  • Parm_SBoundRadius
  • Parm_SpawnMask
  • Parm_Turn_Rate
  • Parm_Wander_Angle
  • Parm_WepVert_Attach
  • Parm_WepVert_Launch
  • Parm_WepVert_LaunchAlt
  • Parm_WepVert_RBSwordHandle
  • Parm_WepVert_RBSwordPivot

BFBB[edit]

  • AlertTime
  • AttackFOV
  • AttackFrames01
  • AttackFrames01a
  • AttackFrames01b
  • AttackFrames02
  • AttackFrames02a
  • AttackFrames02b
  • AttackFrames03
  • AttackFrames03a
  • AttackFrames03b
  • AttackPeriod
  • AttackRadius
  • AttackSize01
  • Bogus_Share
  • BoundMainCenter
  • BoundMainExtent
  • BoundMainIsBox
  • DelayFidget
  • DetectHeight
  • DetectOffset
  • DetectRadius
  • DistShadowCast
  • Empty
  • EndTag_INIOnly
  • EndTag_PropsOnly
  • EndTag_Shared
  • EsteemSlotA
  • EsteemSlotB
  • EsteemSlotC
  • EsteemSlotD
  • EsteemSlotE
  • FactorAccel
  • FactorDrift
  • FactorElasticity
  • FactorGravKnoc
  • FactorMass
  • FirstMovepoint
  • HitPoints
  • MoveSpeed
  • NonRandomTalkAnims
  • ScaleModel
  • ShadowCacheRadius
  • ShadowRasterRadius
  • SoundRadius
  • StunTime
  • TestCount
  • TurnSpeed
  • VtxAttack
  • VtxAttack1
  • VtxAttack2
  • VtxAttack3
  • VtxAttack4
  • VtxAttackBase
  • VtxDmgFlameA
  • VtxDmgFlameB
  • VtxDmgFlameC
  • VtxDmgSmokeA
  • VtxDmgSmokeB
  • VtxDmgSmokeC
  • VtxExhaust
  • VtxEyeball
  • VtxGen01
  • VtxGen02
  • VtxGen03
  • VtxGen04
  • VtxGen05
  • VtxPropel

TSSM[edit]

  • BoundBone
  • BoundCenter
  • BoundOffset
  • BoundRadius
  • BoundScale
  • IsBucketHead
  • Shrapnel
  • UseBoundingBox

Incredibles[edit]

  • AboveAttackRadius
  • Acceleration
  • ApproachRadius
  • ArmorHitPoints
  • AttackRadius
  • AttackTable
  • BallPhysicsRadius
  • BankForce
  • BeepSoundGroup
  • BladeBone
  • BoneSpinDegreesPerSec
  • BoundBone
  • BoundCenter
  • BoundOffset
  • BoundRadius
  • BoundScale
  • CastShadow
  • ChargeNoiseGroup
  • ChargePastDistance
  • ChargeTurnSpeed
  • ChaseRadius
  • Damage
  • DeathBounce
  • DeathShrapnel
  • DestroyedModel
  • DetectRadius
  • ExhaustEffectOffset
  • ExhaustEffectRadius
  • ExhaustModel
  • ExhaustSurface
  • ExplodeTimer
  • eyeBone
  • EyeBoneOffset
  • EyeModel
  • FaceJumpDirection
  • FactorAccel
  • FactorDrift
  • FactorMass
  • FlyingNoiseGroup
  • GrabBone
  • GrabOffset
  • GroupDelay
  • GunBone
  • HitPoints
  • HitShrapnel
  • IncrediPowerPoints
  • LOSAngle
  • LOSDistance
  • Mass
  • ME
  • MinSpeed
  • MoveSpeed
  • MoveSpeedMult
  • MPAngleBeforeMove
  • MPArriveThreshold
  • MPBankBlendK
  • MPBankForce
  • MPBeginTurnDistance
  • MPOrientationBlendSpeed
  • MPOrientToPath
  • MPSpeed
  • MPSpeedForce
  • MPStopDistance
  • MPVelocityBlendSpeed
  • MU
  • NeverHurtThings
  • PauseTime
  • ProjectileHitShrapnel
  • Scale
  • ShootAttackRadius
  • ShotDelay
  • ShotsInGroup
  • SpeedForce
  • TurnSpeed
  • UpdateCullDistance
  • UseBoundingBox
  • WaitTime
  • WeaponBone1
  • WeaponModel1

ROTU[edit]