Sizeis 3, there will be an extra
00before the next block starts.
TmLn,for example, simply means several sequential
TmLnblocks, one directly after the other. There is no "list" structure in AVFX files.
Trgrblocks are organized is somewhat unintuitive. Both of them have an identical structure:
Item/Trgrwill have the data of the previous appended to it. For example:
Itemis to take the last one, and split it into 3-block chunks.
ItPrblocks 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
ItEmdata is included in the
ItPrdata. As an example:
Smplblock contains 2 unique parameters:
Colsis 16 bytes, where each 4 bytes represent an rgba color (each byte is one channel).
Frmsis 8 bytes, where each 2 bytes is an integer.
atexfiles within the game's internal file structure.
VIdx. All 4 of the blocks can be in the same model, however
VEmtare always paired, as are
VDrwis a list of vertices, where each vertex is 36 bytes long with the following format:
VEmt(so the length of elements in
VNumalways equals the number in
SclA, etc. They are used to animate motion over time.
Keysis a single block which contains the information on the shape of the curve. Every 16 bytes in
Keyscorresponds to a single keyframe, with the following format: