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Corpse Array - Level File

The first image shows the header and the beginning of the first package. The second image shows the end of the first package.

HexTranslationMeaning
01 35 02 0056500565-.CRSA
01 00 00 063level 3
AD DEdeadnot used
11 00 00 001717 packages available
11 00 00 001717 packeges used (one package is edged in black)
14 00 00 002020 packages possible
Below follows the first package.
_lvl_3_Intro...space for notes
01 36 02 00566link to 00566-TCTF_lite_1.ONCC
C1 74 66 3F0.900219x-position of the first point of the equilateral triangle
00 78 3E 3D0.046501y-position (height) of the first point of the equilateral triangle
45 AB DD 3E0.432947z-position of the first point of the equilateral triangle
A6 8B 7D 3D0.061901x-position of the second point of the equilateral triangle
19 73 7F BF-0.997850y-position (height) of the second point of the equilateral triangle
EE 67 B0 BC-0.021534z-position of the second point of the equilateral triangle
03 AE DC 3E0.431015x-position of the third point of the equilateral triangle
82 2C 3D 3D0.0461850y-position (height) of the third point of the equilateral triangle
8D B2 66 BF-0.901162z-position of the third point of the equilateral triangle
C5 FA E7 4128.997446x-position of the pelvis
2E 2B CB C1-25.396084y-position (height) of the pelvis
58 B4 45 C1-12.356529z-position of the pelvis
After the pelvis follows the data (same structure as the light green coloured fields) for the other 18 bodyparts. The end of every package contains the bounding box data (see rows below).
D4 22 8C 4117.517006minimal x-position of the bounding box (Thanks to geyser.)
95 50 E9 C1-29.164347minimal y-position (height) of the bounding box (Thanks to geyser.)
BC 31 9C C1-19.524284minimal z-position of the bounding box (Thanks to geyser.)
75 E6 14 4237.225056maximal x-position of the bounding box (Thanks to geyser.)
2E 20 B1 C1-22.140713maximal y-position (height) of the bounding box (Thanks to geyser.)
07 B1 D3 C0-6.615360maximal z-position of the bounding box (Thanks to geyser.)

Bones Here is one of the few places where the bone count 19 is apparently hardcoded. I.e., custom characters with weird bone counts won't work. See, e.g., TRIA What's in a bone? The transformation matrix (3D rotation/scale/shear/mirror and translation) can be seen as four 3D vectors X, Y, Z, and R in world space. If a bone mesh has a vertex at (x, y, z) in its native coordinates, then the actual position of that vertex in the level will be R + x X + y Y + z Z That's the transformation defined by the 3x4 transform matrix. Reminder : the 2nd coordinate of X, Y, Z, and R is the height. Authoring The script command make_corpse(filename) creates a separate corpse file in the Oni folder. The pose of the corpse is taken from the player character. The format is roughly as above. The contents of the files thus created can then be inserted as elements in a level's CRSA.


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