Size
is 3, there will be an extra 00
before the next block starts.TmLn[],
for example, simply means several sequential TmLn
blocks, one directly after the other. There is no "list" structure in AVFX files.Schd
)Item
and Trgr
blocks are organized is somewhat unintuitive. Both of them have an identical structure:Item/Trgr
will have the data of the previous appended to it. For example:Item
is to take the last one, and split it into 3-block chunks.TmLn
)Emit
)EVT
parameter). Depending on the type, the Data
block may not exist at all (structures).ItEm
and ItPr
blocks share the same basic structure, but follow the same pattern as items and triggers within schedulers, where previous items' data is appended to each subsequent one. However, in an emitter, all of the ItEm
data is included in the ItPr
data. As an example:Ptcl
)Data
block depends on the particle type (parameter PrVT
). Some particle types do not contain a Data
block (structures).Smpl
block contains 2 unique parameters: Cols
and Frms
. Cols
is 16 bytes, where each 4 bytes represent an rgba color (each byte is one channel). Frms
is 8 bytes, where each 2 bytes is an integer.Efct
)Data
block (structures) depends on the type of effector, and may not exist.Bind
)Data
is, once again, dependent on the type of binder, and may not exist (structures). Each of the binder properties have this structure.Tex
)atex
files within the game's internal file structure.Modl
)VNum
, VDrw
, VEmt
, and VIdx
. All 4 of the blocks can be in the same model, however VNum
and VEmt
are always paired, as are VIdx
and VDrw
.VIdx
VDrw
.VDrw
VDrw
is a list of vertices, where each vertex is 36 bytes long with the following format:VEmt
VNum
VEmt
(so the length of elements in VNum
always equals the number in VEmt
).X
,RGB
, SclA
, etc. They are used to animate motion over time. Keys
is a single block which contains the information on the shape of the curve. Every 16 bytes in Keys
corresponds to a single keyframe, with the following format: