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MaterialAnim_Z

widberg edited this page Jul 19, 2021 · 15 revisions

Chum World MATERIALANIM

struct MaterialAnim_Z : ResourceObject_Z
{
    PascalArray<Vec2f> keyframedVec2fs;
        // 0
    std::uint16_t keyframedVec3fs0flag;
    PascalArray<Vec3f> keyframedVec3fs0;
    std::uint16_t keyframedVec3fs1flag;
        // 2
    PascalArray<Vec3f> keyframedVec3fs1;
        // empty
    std::uint16_t colors4flag;
        // 2
    std::uint32_t colors4Count;
    struct Color
    {
        float unknown0;
        std::uin32_t rgba;
    } colors4s[colors4Count];
        // empty
    std::uint16_t keyframedVec4fs0flag;
        // 2
    PascalArray<Vec4f> keyframedVec4fs0;
        // empty
    std::uint16_t keyframedVec4fs1flag;
        // 2
    PascalArray<Vec4f> keyframedVec4fs1;
        // empty
    std::uint16_t colors7flag;
        // 2
    std::uint32_t colors7Count;
    Color colors7s[colors7Count];
        // empty
    std::uint16_t unknown8flag;
        // 2
    std::uint32_t unknown8Count;
    struct MaterialAnimZUnknown89
    {
        float unknown0;
        float unknown1;
        float unknown2;
        float unknown3;
        float unknown4;
    } unknown8s[unknown8Count];
        // empty
    std::uint16_t unknown9flag;
        // 2
    std::uint32_t unknown9Count;
    MaterialAnimZUnknown89 unknown9s[unknown9Count];
        // empty
    std::uint32_t unknown10Count;
    struct MaterialAnimZUnknown1011
    {
        float unknown0;
        float unknown1;
        float unknown2;
        float unknown3;
        float unknown4;
    } unknown10s[unknown10Count];
        // empty
    std::uint32_t unknown11Count;
    MaterialAnimZUnknown1011 unknown11s[unknown11Count];
        // empty
    std::uint32_t materialCRC32;
    float unknown_float;
    std::uint8_t unknown15;
};
//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//------------------------------------------------
struct MaterialAnim_Z
{
    uint32 keyframedVec2fCount;
    struct Vec2f
    {
        float x;
        float y;
    } keyframedVec2fs[keyframedVec2fCount];
    uint16 keyframedVec3fs0flag;
    uint32 keyframedVec3fs0Count;
    struct Vec3f
    {
        float x;
        float z;
        float y;
    } keyframedVec3fs0[keyframedVec3fs0Count];
    uint16 keyframedVec3fs1flag;
    uint32 keyframedVec3fs1Count;
    Vec3f keyframedVec3fs1[keyframedVec3fs1Count];
    uint16 colors4flag;
    uint32 colors4Count;
    struct Color
    {
        float unknown0;
        uint32 rgba;
    } colors4s[colors4Count];
    uint16 keyframedVec4fs0flag;
    uint32 keyframedVec4fs0Count;
    struct Vec4f
    {
        float x;
        float z;
        float y;
        float w;
    } keyframedVec4fs0[keyframedVec4fs0Count];
    uint16 keyframedVec4fs1flag;
    uint32 keyframedVec4fs1Count;
    Vec4f keyframedVec4fs1[keyframedVec4fs1Count];
    uint16 colors7flag;
    uint32 colors7Count;
    Color colors7s[colors7Count];
    uint16 unknown8flag;
    uint32 unknown8Count;
    struct MaterialAnimZUnknown89
    {
        float unknown0;
        float unknown1;
        float unknown2;
        float unknown3;
        float unknown4;
    } unknown8s[unknown8Count];
    uint16 unknown9flag;
    uint32 unknown9Count;
    MaterialAnimZUnknown89 unknown9s[unknown9Count];
    uint32 unknown10Count;
    struct MaterialAnimZUnknown1011
    {
        float unknown0;
        float unknown1;
        float unknown2;
        float unknown3;
        float unknown4;
    } unknown10s[unknown10Count];
    uint32 unknown11Count;
    MaterialAnimZUnknown1011 unknown11s[unknown11Count];
    uint32 materialCRC32;
    float unknown_float;
    byte unknown15;
} materialanim;

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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
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