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widberg edited this page Feb 5, 2024 · 10 revisions

Chum World WARP
ImZouna Warp_Z

Skybox

struct Warp_Z : ResourceObject_Z {
    u32 flags;
    Vec3f vertices[8];
    f32 one;
    std::assert(one == 1, "one != 1");
    u32 zero;
    std::assert(zero == 0, "zero != 0");
    f32 radius;
    std::assert(radius == 50, "radius != 50");
    Name_Z material_anims[6];
    Name_Z node;
    std::assert(node == 0, "node != 0");
    DynArray_Z<Name_Z> anim_frames;
    std::assert(anim_frames.size == 0, "anim_frames.size != 0");
};

Faces made up of hardcoded indices of the vertices array.

<0, 1, 2, 3>
<4, 5, 6, 7>
<1, 2, 5, 6>
<0, 1, 4, 5>
<2, 3, 6, 7>
<0, 3, 4, 7>

Given the sample vertices from USA1.DPC's Warp_Z

(-50.0, -50.0,  50.0)
(-50.0, -50.0, -50.0)
( 50.0, -50.0, -50.0)
( 50.0, -50.0,  50.0)
(-50.0,  50.0,  50.0)
(-50.0,  50.0, -50.0)
( 50.0,  50.0, -50.0)
( 50.0,  50.0,  50.0)

The cube could look something like this

4------7.
|`.    | `.
|  `5--+---6
|   |  |   |
0---+--3.  |
 `. |    `.|
   `1------2

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Asobo BigFile Format Specification
Asobo Classes
      Animation_Z
      Binary_Z
      Bitmap_Z
      Camera_Z
      CollisionVol_Z
      Fonts_Z
      GameObj_Z
      GenWorld_Z
      GwRoad_Z
      Keyframer*_Z
      Light_Z
      LightData_Z
      Lod_Z
      LodData_Z
      Material_Z
      MaterialAnim_Z
      MaterialObj_Z
      Mesh_Z
      MeshData_Z
      Node_Z
      Omni_Z
      Particles_Z
      ParticlesData_Z
      RotShape_Z
      RotShapeData_Z
      Rtc_Z
      Skel_Z
      Skin_Z
      Sound_Z
      Spline_Z
      SplineGraph_Z
      Surface_Z
      SurfaceDatas_Z
      UserDefine_Z
      Warp_Z
      World_Z
      WorldRef_Z
Asobo File Format Idioms
Asobo CRC32
Asobo LZ Compression
Asobo Arithmetic Coding Compression
Asobo Save Game File Format Specification
Asobo Audio Formats
TotemTech/ToonTech/Zouna/ACE/BSSTech/Opal Timeline
Zouna Modding Resources
Miscellaneous

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