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animtypes.txt
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animtypes.txt
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RLPA
type1 = 0;
type2 =
0 X Translate
1 Y Translate
2 Z Translate
3 X Rotate
4 Y Rotate
5 Z Rotate
6 X Scale
7 Y Scale
8 Width
9 Heightt
a ??
b ??
c ??
d ??
e ??
f ??
RLVC --> vertex colors, arg can be 0 - f
type1 = 0;
type2 =
0 Top Left Red
1 Top Left Green
2 Top Left Blue
3 Top Left Alpha
4 Top Right Red
5 Top Right Green
6 Top Right Blue
7 Top Right Alpha
8 Bottom Left Red
9 Bottom Left Green
a Bottom Left Blue
b Bottom Left Alpha
c Bottom Right Red
d Bottom Right Green
e Bottom Right Blue
f Bottom Right Alpha
this calls SetColorElement... except for Pictures (from disassembly) it seems ONLY to have an effect for arg = 0x10! For this it's alpha
RLMC --> material colors -> valid type1s 0 - 1f
type1 = 0;
type2 =
0 MatColor Red
1 MatColor Green
2 MatColor Blue
3 MatColor Alpha
4 Forecolor Red
5 Forecolor Green
6 Forecolor Blue
7 Forecolor Alpha
8 Backcolor Red
9 Backcolor Green
a Backcolor Blue
b Backcolor Alpha
c TevReg3 Red
d TevReg3 Green
e TevReg3 Blue
f TevReg3 Alpha
10 TevKColor1 Red
11 TevKColor1 Green
12 TevKColor1 Blue
13 TevKColor1 Alpha
14 TevKColor2 Red
15 TevKColor2 Green
16 TevKColor2 Blue
17 TevKColor2 Alpha
18 TevKColor3 Red
19 TevKColor3 Green
1a TevKColor3 Blue
1b TevKColor3 Alpha
1c TevKColor4 Red
1d TevKColor4 Green
1e TevKColor4 Blue
1f TevKColor4 Alpha
RLTP --> TPL Pallete -> valid type1s 0 - 1f
type2 = 0; TYPE2 MUST BE 0
type1 =
0 PaletteZero
1 PaletteOne
2 PaletteTwo
3 PaletteThree
4 PaletteFour
5 PaletteFive
6 PaletteSix
7 PaletteSeven
8 PaletteEight
9 PaletteNine
a PaletteTen
b PaletteEleven
c PaletteTwelve
d PaletteThirteen
e PaletteFourteen
f PaletteFifteen
RLTS -> Texture SRT Array
type1 = number of the array to manipulate
type2 =
0 XTrans
1 YTrans
2 Rotate
3 XScale
4 YScale
RLIM -> Independent Texture SRT Array
type1 = number of the array to manipulate
type2 =
0 XTrans
1 YTrans
2 Rotate
3 XScale
4 YScale
RLVI -> Visibility
type1 = 0
type2 = 0
set value to 1 to make visible and 0 to make invisible