MDL file
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!colspan=2|32bits | !colspan=2|32bits | ||
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− | |-NC-||-00- | + | ||-NC-||-00- |
|} | |} | ||
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!colspan=2|32bits | !colspan=2|32bits | ||
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− | |-ID-||-NF- | + | ||-ID-||-NF- |
|} | |} | ||
ID | ID | ||
− | This 16bit value identifies the context of the animation. For instance, 0 for an "idle" animation. 4 for an "open" animation (eg. a door.) The meanings of the IDs appear to be implicit rather than conventional. Ie. they are hard wired into | + | This 16bit value identifies the context of the animation. For instance, 0 for an "idle" animation. 4 for an "open" animation (eg. a door.) The meanings of the IDs appear to be implicit rather than conventional. Ie. they are hard wired into Sword of Moonlight itself. For a complete list of known IDs, see [[MDL (file format)/Appendix A (animation IDs)]]. |
NF | NF | ||
− | This 16bit value is an accounting of the number of frames comprising this animation. The frames are not interpolated over time, and appear at regular intervals. There is no standard reference in terms of timing. However traditional (eg. original | + | This 16bit value is an accounting of the number of frames comprising this animation. The frames are not interpolated over time, and appear at regular intervals. There is no standard reference in terms of timing. However traditional (eg. original Sword of Moonlight files) playback speed is approximately 30 frames per second (reports exist that [[PRF]] files are useful for modulating playback in some way unclear / not well documented) |
<ifieldset class="spec"> | <ifieldset class="spec"> | ||
− | <legend class="tech"> | + | <legend class="tech">THE PER (Tinman) ANIMATION FRAME BUFFER |
− | === | + | ===The per animation frame buffer=== |
</legend> | </legend> | ||
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</ifieldset> | </ifieldset> | ||
Revision as of 16:58, 6 April 2011
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