WPSC (File Format): Difference between revisions
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>Aruki m (→WPSC Keys) |
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Projectile appearance, audio and motion are controlled by the keys in this script. | Projectile appearance, audio and motion are controlled by the keys in this script. | ||
== | == WPSC Keys == | ||
'''Scope''' is one of (''Constant'', ''System'') | '''Scope''' is one of (''Constant'', ''System'') | ||
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|<code> | |<code>APSO</code> | ||
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|<code>bool</code> | |<code>bool</code> | ||
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|<code>PSOV</code> | |<code>PSOV</code> | ||
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|<code> | |<code>float3</code> | ||
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Latest revision as of 21:05, 26 July 2016
This file format needs more research Key parameters need reverse-engineering |
The WPSC effect script format is used to build weapon-projectiles in the Metroid Prime series. Projectile appearance, audio and motion are controlled by the keys in this script.
WPSC Keys
Scope is one of (Constant, System)
- Constant parameters are evaluated once initially and retained within the system.
- System parameters are evaluated per-system, per-frame.
FourCC | Scope | Data Type | Description | Notes |
---|---|---|---|---|
LWTR
|
bool
|
|||
EWTR
|
bool
|
|||
SWTR
|
bool
|
|||
PJFX
|
int (ATBL entry)
|
|||
TRAT
|
float
|
|||
HOMG
|
bool
|
|||
OFST
|
float3
|
|||
COLR
|
int (CRSC ref)
|
Projectile collision-response | ||
PCOL
|
float4
|
|||
POFS
|
float3
|
|||
PSCL
|
float3
|
|||
PSLT
|
int
|
|||
OHEF
|
int (CMDL ref)
|
|||
APSM
|
int (PART ref)
|
Primary particle-system for projectile | ||
APSO
|
bool
|
Local-transform for APSM
|
If set, APSM particles will be continuously-transformed to projectile
| |
APS1
|
int (PART ref)
|
Secondary particle-system for projectile | ||
AP11
|
bool
|
Local-transform for APS1
|
If set, APS1 particles will be continuously-transformed to projectile
| |
APS2
|
int (PART ref)
|
Tertiary particle-system for projectile | ||
AP21
|
bool
|
Local-transform for APS2
|
If set, APS2 particles will be continuously-transformed to projectile
| |
ASW1
|
int (SWHC ref)
|
Primary swoosh-system for projectile | ||
AS11
|
bool
|
Local-transform for ASW1
|
If set, ASW1 strips will be continuously-transformed to projectile
| |
ASW2
|
int (SWHC ref)
|
Secondary swoosh-system for projectile | ||
AS12
|
bool
|
Local-transform for ASW2
|
If set, ASW2 strips will be continuously-transformed to projectile
| |
ASW3
|
int (SWHC ref)
|
Tertiary swoosh-system for projectile | ||
AS13
|
bool
|
Local-transform for ASW3
|
If set, ASW3 strips will be continuously-transformed to projectile
| |
PSOV
|
float3
|
|||
IORN
|
float3
|
|||
VMD2
|
bool
|
|||
PSVM
|
float3
|
|||
IVEC
|
float3
|
Initial projectile velocity | ||
RNGE
|
float
|
Maximum projectile range | Optional parameter, range usually controlled by frame-count / lifetime | |
FC60
|
bool
|
New in Trilogy (and PAL releases probably) | ||
SPS1
|
bool
|
New in Trilogy (and PAL releases probably) | ||
SPS2
|
bool
|
New in Trilogy (and PAL releases probably) |