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Gta san andreas anim
Gta san andreas anim










Each frame type identifier starts with K which corresponds to "Keyframe". Xb - char - Animation name (null-terminated string)Ĥb - Int32 - Offset to the end of the animation (including it's content)Ĥb - Int32 - Offset to first object (usually 0x08)Ĥb - Int32 - Number of objects in the animationĤb - Int32 - Offset to the start of frames (usually 0x2C)Ģ8b - Char - Object name (null-terminated string)įrame types define the size and the content of a frame. Xb - Char - Null-terminated string (internal file name used in the script)Ĥb - Int32 - Length of the name of the animation (X) Header 4b - FourCC - "ANPK" (Animation Package, Version identifier)Ĥb - Int32 - Offset to the end of the file You have to round up this value until the number is able to be divided by 4 without any rest, to get the number of bytes you have to write. The "AnimNameLength" string after the "NAME" information marker describes the string including the terminating zero-byte. Strings are always padded to 4 byte bounds. To convert a relative offset to an absolute one just add the number of read bytes. Offsets are always relative to the current file position. Do not search for them in your code, because not all animations got information markers where they are expected. Note that the only markers which are really used are "DGAN" and "NAME".

gta san andreas anim

Those are 4 characters describing the following value(s).

gta san andreas anim

The values of those structures are identified by 4 byte information markers. Version 1 packages are split up as usual into several data structures.












Gta san andreas anim