Difference between revisions of "Anim Animation (RW Section)"
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{{Stub}} | {{Stub}} | ||
| − | {{RW Section| | + | {{RW Section |
| + | | NAME = 2d Effect | ||
| + | | VENDORNAME = Criterion Games | ||
| + | | MODULENAME = Core | ||
| + | | MODULEID = 000000 | ||
| + | | IDENTIFIER = 1B | ||
| + | | PARENTS = [[UV Animation Dictionary (RW Section)|UV Animation Dictionary]] | ||
| + | }} | ||
'''Anim Animation''' is a container defining animation of a certain type defined in its structure. | '''Anim Animation''' is a container defining animation of a certain type defined in its structure. | ||
| Line 42: | Line 49: | ||
== See Also == | == See Also == | ||
| − | * | + | * [[UV Animation Dictionary (RW Section)| UV Animation Dictionary]] |
* [[UV Animation PLG (RW Section)| UV Animation PLG]] | * [[UV Animation PLG (RW Section)| UV Animation PLG]] | ||
* [[Material (RW Section)|Material]] | * [[Material (RW Section)|Material]] | ||
* [[Material Effects PLG (RW Section)|Material Effects PLG]] | * [[Material Effects PLG (RW Section)|Material Effects PLG]] | ||
* [[RenderWare_binary_stream_file|RW file format specification]] | * [[RenderWare_binary_stream_file|RW file format specification]] | ||
Revision as of 11:15, 11 September 2020
| 2d Effect | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Core |
| Module ID | 0x000000
|
| Identifier | 0x1B
|
| Chunk ID | 0x0000001B
|
| Versions | All |
| Hierarchy | |
| Parents: UV Animation Dictionary | |
| Children: None | |
| Extensions: None | |
| File Format | |
Anim Animation is a container defining animation of a certain type defined in its structure.
Stream Format
An Anim Animation block contains no children; All the data is stored in the chunk itself.
Header
int32 - version - animation's version format (in all GTAs - 1.0 (0x100)) int32 - type id - defines the frame format int32 - frame count - number of frames defined in the container int32 - flags - flags for this animation float - duration - complete duration of the animation
Data
The header is followed by a frame block. The structure of them depends on the type id defined in the Header.
Known Type ID's
UV Animation - 0x1C1
This structure defines a frame for a UV animation.
Header:
int32 - unknown char[32] - name for the animation float[8] - node to uv channel
Data:
The header is followed by frame count defined in the Anim Animation header.
float - time - duration of this frame int[3] - scale - defines size for this frame (?, width, height) int[3] - position - defines the location for this frame (?, x, y) int32 - prev - previous frame index (-1 for the first frame)