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trs:meshes_models [2017/06/04 19:03]
zdimension [Sprites]
trs:meshes_models [2017/06/04 23:41]
zdimension [Sprites]
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 ''​%%Angle%%''​ is an //Euler Yaw angle// (i.e. “horizontal” rotation) stored in a special manner. To convert it to ordinary degrees, use this formula: ''​%%Angle%%''​ is an //Euler Yaw angle// (i.e. “horizontal” rotation) stored in a special manner. To convert it to ordinary degrees, use this formula:
  
-$\angle^\circ = (Angle ​\div 16384\times -90$+$\angle^\circ = \frac{Angle}{16384\cdot -90$
  
 {{:​icons:​tr1.png?​nolink|TR1 only}} ''​%%Intensity2%%''​ field is missing in this game version, so the structure size is 2 bytes less. {{:​icons:​tr1.png?​nolink|TR1 only}} ''​%%Intensity2%%''​ field is missing in this game version, so the structure size is 2 bytes less.
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 }; };
 </​code>​ </​code>​
-{{:​icons:​tr4.png?​nolink|TR4 only}}{{:​icons:​tr5.png?​nolink|TR5 only}} ''​%%x%%''​ and ''​%%y%%''​ values //are not used// in this version. Additionally,​ formula for ''​%%Width%%''​ and ''​%%Height%%''​ is changed: now it’s $(\text{ActualWidth} - 1) \times 256$ and $(\text{ActualHeight} - 1) \times 256$ respectively.+{{:​icons:​tr4.png?​nolink|TR4 only}}{{:​icons:​tr5.png?​nolink|TR5 only}} ''​%%x%%''​ and ''​%%y%%''​ values //are not used// in this version. Additionally,​ formula for ''​%%Width%%''​ and ''​%%Height%%''​ is changed: now it’s $(\text{ActualWidth} - 1) \cdot 256$ and $(\text{ActualHeight} - 1) \cdot 256$ respectively.
  
 ===== Sprite Sequences ===== ===== Sprite Sequences =====
trs/meshes_models.txt · Last modified: 2017/11/17 12:18 (external edit)
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