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trs:mesh_construction_animation [2017/09/13 12:34] – [Animation Dispatch Structure] zdimensiontrs:mesh_construction_animation [2020/05/19 12:30] (current) zdimension
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 +{{indexmenu_n>5}}
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 ====== Mesh Construction and Animation ====== ====== Mesh Construction and Animation ======
  
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 ==== TR4-5 Animation Structure ==== ==== TR4-5 Animation Structure ====
 +
 +//**Core: **''ANIM_STRUCT''//
  
 For TR4 and TR5, extended version of [[trs:mesh_construction_animation#tr_animation|[tr_animation]]] is used: For TR4 and TR5, extended version of [[trs:mesh_construction_animation#tr_animation|[tr_animation]]] is used:
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 ==== State Change Structure ==== ==== State Change Structure ====
 +
 +//**Core: **''CHANGE_STRUCT''//
  
 Each state change entry contains the state to change to and which animation dispatches to use; there may be more than one, with each separate one covering a different range of frames. Each state change entry contains the state to change to and which animation dispatches to use; there may be more than one, with each separate one covering a different range of frames.
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   - **Empty Hands**  (No arguments). This command is performed in the end of animation of Lara pulling a switch, inserting a key, grabbing a pushable block, and so on. It is needed because engine “locks” Lara’s ability to draw weapons or ignite a flare when such action is performed, and only way to unlock it is to call this command.   - **Empty Hands**  (No arguments). This command is performed in the end of animation of Lara pulling a switch, inserting a key, grabbing a pushable block, and so on. It is needed because engine “locks” Lara’s ability to draw weapons or ignite a flare when such action is performed, and only way to unlock it is to call this command.
   - **Kill**  (No arguments). Kill entity. This effectively disables entity and removes it from the world. For switch entities, same command is used to define switching point animation.   - **Kill**  (No arguments). Kill entity. This effectively disables entity and removes it from the world. For switch entities, same command is used to define switching point animation.
-  - **Play Sound**  (2 arguments). The first argument is a frame number, and the second one is the ID of the sound to play at that frame (internal sound index). \\ {{:icons:tr2.png?nolink&}}{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Besides Sound ID, second argument may contain two “packed” bit flags. Their meanings are:+  - **Play Sound**  (2 arguments). The first argument is a frame number, and the second one is the ID of the sound to play at that frame (internal sound index). \\ {{:icons:tr2.png?nolink&}}{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Besides Sound ID, second argument may contain one of two “packed” bit flags. Their meanings are:
       * Bit 14 (''%%0x4000%%''): play this sound when on dry land (example: footsteps)       * Bit 14 (''%%0x4000%%''): play this sound when on dry land (example: footsteps)
       * Bit 15 (''%%0x8000%%''): play this sound when in water (example: running through shallow water)       * Bit 15 (''%%0x8000%%''): play this sound when in water (example: running through shallow water)
-  - **Flipeffect**  (2 operands). The first one is a frame number, and the second one is flipeffect number. Note that //flipeffect//  here is the very same kind of flipeffect [[trs:floordata#trigaction-0x09-flipeffect|used in trigger action]] with the same name. Flipeffect meaning is [[trs:miscellany#flipeffects|listed separately]].+  - **Flipeffect**  (2 arguments). The first one is a frame number, and the second one is flipeffect number. Note that //flipeffect//  here is the very same kind of flipeffect [[trs:floordata#trigaction-0x09-flipeffect|used in trigger action]] with the same name. Flipeffect meaning is [[trs:miscellany#flipeffects|listed separately]]. \\ {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Usually, when ''FOOTPRINT_FX'' flipeffect (ID 32) is used, second argument also may contain one of two “packed” bit flags, similar to Play Sound animcommand. However, meaning is different: 
 +      * Bit 14 (''%%0x4000%%''): apply ''FOOTPRINT_FX'' in relation to left foot 
 +      * Bit 15 (''%%0x8000%%''): apply ''FOOTPRINT_FX'' in relation to right foot
 ==== Frame Structure ==== ==== Frame Structure ====
  
trs/mesh_construction_animation.1505306088.txt.gz · Last modified: 2017/09/13 12:34 by zdimension
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