Hex | Translation | Meaning | ||||||||
---|---|---|---|---|---|---|---|---|---|---|

01 55 02 00 | 597 | 00597-.OBOA | ||||||||

01 00 00 06 | 3 | level 3 | ||||||||

AD DE | dead | not used | ||||||||

62 00 | 98 | 98 packages follow (one package is edged in black) | ||||||||

Below follows the first package. | ||||||||||

01 56 02 00 | 598 | link to 00598-.M3GA | ||||||||

00 00 00 00 | not used | link to an OBAN file | ||||||||

00 00 00 00 | not used | link to an ENVP file | ||||||||

00 | 0 | unknown; always zero | ||||||||

12 | 18 | generic options; it's a bitset; the following options are used (values in dec):
| ||||||||

00 00 | 0 | unknown; always zero | ||||||||

46 | 70 | unknown | ||||||||

89 | 89 | unknown | ||||||||

00 00 | 0 | unknown; always zero | ||||||||

01 | 1 | door ID; only used for doors; id must be higher than zero | ||||||||

00 | 0 | double door (0 = no, 16 = yes; both values in dec) | ||||||||

00 00 | 0 | unknown; always zero | ||||||||

00 00 00 00 | 0 | unknown; the following values are used: 0 - none (note: doors don't have OBAN links) | ||||||||

FF FF | -1 | object ID (-1 = not used) | ||||||||

00 00 | 0 | unknown; always zero | ||||||||

00 00 4F 43 | 207.000000 | initial x-position of the object | ||||||||

1F 05 F6 42 | 123.010002 | initial y-position (height) of the object | ||||||||

98 7F CC C3 | -408.996826 | initial z-position of the object | ||||||||

F2 04 35 3F | 0.707107 | x component of the initial rotation quaternion | ||||||||

74 BC 82 B9 | -0.000249 | y component of the initial rotation quaternion | ||||||||

74 BC 82 B9 | -0.000249 | z component of the initial rotation quaternion | ||||||||

F3 04 35 3F | 0.707107 | w component of the initial rotation quaternion | ||||||||

00 00 80 3F | 1.000000 | initial scale of the object | ||||||||

FC FF 7F 3F | 0.999999 | m11 element of the initial position transform matrix | ||||||||

00 00 00 00 | 0.000000 | m21 element of the initial position transform matrix | ||||||||

8A E3 38 BA | -0.000705 | m31 element of the initial position transform matrix | ||||||||

8A E3 38 BA | -0.000705 | m12 element of the initial position transform matrix | ||||||||

2E DE 4C 32 | 0.000000... | m22 element of the initial position transform matrix | ||||||||

FC FF 7F BF | -0.999999 | m32 element of the initial position transform matrix | ||||||||

C9 F5 13 2D | 0.000000... | m13 element of the initial position transform matrix | ||||||||

00 00 80 3F | 1.000000 | m23 element of the initial position transform matrix | ||||||||

2B DE 4C 32 | 0.000000... | m33 element of the initial position transform matrix | ||||||||

00 00 4F 43 | 207.000000 | m14 element of the initial position transform matrix (x-position of the object) | ||||||||

1F 05 F6 42 | 123.000000 | m24 element of the initial position transform matrix (y-position (height) of the object) | ||||||||

98 7F CC C3 | -408.996826 | m34 element of the initial position transform matrix (z-position of the object) | ||||||||

object_door_1 | object name | |||||||||

L3_Gunk.ENV | internal object file name; maybe only used during the development of Oni |

Elements m41, m42, m43, m44 of both transform matrices are missing. m41, m42 and m43 are the projection transform coefficients and they are not needed so they are 0.0 and the m44 element is always 1.0 for a transform matrix. (column major transform matrices like in Open GL, for Direct 3D they need to be transposed)

The initial position transform is used the place the object in the environment. For object that have an animation attached to them this is also the starting position of the animation sequence. The initial x,y and z position value together with the initial rotation quaternion and the initial scale factor contain basically the same information as the initial transform matrix and combining them in a transform matrix should result in the initial transform matrix (less the differences due to floating point computation errors).

Copy it to a spreadsheet calculation program like Excel.

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