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Trail: AnimChanger AnimEffects

You can link FX files with your AutoAnimated files.
You attach the FX files to your AutoAnimations by name.

Animation file name: aa_p_PROP NAME_v00.anm
FX file name must be :aa_p_PROP NAME_v00.fx and placed into an FX folder(C:\Program Files\Lionhead Studios Ltd\The Movies\Data\animations\fx).

They can be linked to each animation by _v#. (v00 for v00, v01 for v01, etc.)
You can skip v#'s(v00,v03 etc.) for multiple animations and can attach any FX to any animation(bark for eating instead of burping, etc.)

Technical Format information

//--------------------------------------
//--- 010 Editor v2.1.3 Binary Template
//
// File: LH .fx file (Sound/FX)
// Author: Glen Rickey
// Revision: 0.01
// Purpose: To Parse The Movies tm fx (.fx) files
//--------------------------------------
struct FX {

	struct HEAD {
		int	MAGIC;
		int	fxCount;
		} header;

	local	int	FXtype;
	local	quad	pos;
	local 	int	i;
	
for ( i = 0; i < header.fxCount; i++ )
 {

	pos = FTell();
	FXtype = ReadInt (pos); 

	switch (FXtype)
	{
	case 1	:
		struct FXU1 {
			int		TYPE;
			int		unk_0; // always -1?
			if (unk_0 == -1) 
			{
				int16		unk_1;
				int16		count;
				char		MetaName1[32];
				
			}
			char		MetaName2[32];
			if (unk_0 == -1) 
			{
				int	UnkExtra[count];
			}
			} FXUnit_1 <optimize=false>;
	break;

	case 6 :
		struct FXU6 {
			int		TYPE;
			int		SIZE;
			int16		unk_1;
			int16		unk_2;
			int		unk_3;
			if (unk_1 == -2)
			{
				int	unk_4;
				int	unk_5;
				int	unk_6;
			}
			string		text;

			local quad align = FTell();
			if ((align%4)>0) { byte align_pad_str[4 - (align % 4)]; }
			}FXUnit_6 <optimize=false>;
	break;
	}
	
	
	
}

} fx;


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