Most recent edit on 2007-12-11 12:23:44 by Gleem! [Added 010 Template for file format]
Additions:
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;
Oldest known version of this page was edited on 2007-08-26 20:57:04 by Rysto []
Page view:
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.)