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Warp_Z
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
For FMTK Users and Mod Developers
For FMTK Developers
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