Resources/DvScene: Difference between revisions
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'''DvScene''' ''(also known as DiEvent)'' is a file format that's been used in Hedgehog Engine 2 since [[Games/Sonic Frontiers|Sonic Frontiers]], it's a collection of nodes and resources that are easily editable | '''DvScene''' ''(also known as DiEvent)'' is a file format that's been used in Hedgehog Engine 2 since [[Games/Sonic Frontiers|Sonic Frontiers]], it's a collection of nodes and resources that are easily editable for simple modification or creation of new cutscenes/cinematics. | ||
The format and sub-system originates from the [[wikipedia:Yakuza_(franchise)|Yakuza game series]] in which | The format and sub-system originates from the [[wikipedia:Yakuza_(franchise)|Yakuza game series]] in which it was known as '''DiEvent'''. | ||
There are no proper ways currently to edit .dvscene except for an [[Tools/010 Editor Binary Template|010 Editor Binary Template]]. | There are no proper ways currently to edit '''.dvscene''' except for an [[Tools/010 Editor Binary Template|010 Editor Binary Template]]. | ||
== Basic information == | == Basic information == | ||
Each DvScene consists of 2 parts, DvCommon and DvResource. | Each '''DvScene''' consists of 2 parts, '''DvCommon''' and '''DvResource'''. | ||
=== DvCommon === | === DvCommon === | ||
DvCommon consists of: | '''DvCommon''' consists of: | ||
* Frame start and end. | * '''Frame start and end'''. | ||
* Number of visual nodes (not confirmed). | * '''Number of visual nodes''' (not confirmed). | ||
* | * '''Cuts''', the timestamps of every camera cut in the cinematic. | ||
* | * '''Pages''', for skipping frames in the cutscene, based on a set condition. Used for QTEs. | ||
* | * '''Resource Cuts''', timestamps when the Resources should deload (all of the time it's a single item, obviously). | ||
* | * '''Node''', the main Path DvNode. | ||
The main path DvNode is the base node of the entire dvscene. Path standing for its Node Category. | The main path DvNode is the base node of the entire dvscene. Path standing for its Node Category. | ||
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'''Every DvNode contains:''' | '''Every DvNode contains:''' | ||
* GUID, used to connect the node to resources or just to easily tell them apart. Every node has a unique GUID. | * '''GUID''', used to connect the node to resources or just to easily tell them apart. Every node has a unique GUID. | ||
* Name, to easily organize the nodes. | * '''Name''', to easily organize the nodes. | ||
* Node Category, changes the nodes type, each node type does something else. | * '''Node Category''', changes the nodes type, each node type does something else. | ||
* Node Flags | * '''Node Flags''' | ||
* Priority | * '''Priority''' | ||
* Child Nodes, the child nodes of the node. | * '''Child Nodes''', the child nodes of the node. | ||
* Node Data, the parameters and values that change based on the Node Category. | * '''Node Data''', the parameters and values that change based on the Node Category. | ||
The node data is dependant on the Node Category, every category has its own set of parameters. | The node data is dependant on the Node Category, every category has its own set of parameters. | ||
{| class="wikitable" | |||
|+Node Categories in Sonic Frontiers | |||
!Name | |||
!Description | |||
!In-Engine Name | |||
!Basic structure | |||
|- | |||
|Path | |||
|Transforms the child nodes of this node | |||
|DvNodePath | |||
|Contains a Matrix4x4 which is then used to do transforms. | |||
|- | |||
|Camera | |||
|Creates a Camera Object in to the cinematic | |||
|DvNodeCamera | |||
|Usually empty, but it has support for a list of Frame Progressions, used to skip frames in the camera animation. | |||
|- | |||
|Camera Motion | |||
|Adds animation to the parent node Camera | |||
|DvNodeCameraMotion | |||
|Contains the frame start and end of the camera animation. The GUID connects the node to a Resource to set the [[Resources/Camera Animation|Camera Animation]] file. | |||
|- | |||
|Character | |||
|Creates a Character Model Object in to the cinematic | |||
|DvNodeCharacter | |||
|Contains the Model Name, Skeleton Name and sometimes a so called Internal Name is used; mostly used for characters that are very common, such as Sonic, Tails etc. These have a special shortcut for each, i.e. '''sh - Shadow, snc - Sonic, kn - Knuckles'''. The GUID connects the node to a Resource to set the [[Resources/Animation State Machine|Animation State Machine]] file. | |||
|- | |||
|Character Motion | |||
|Adds animation to the parent node Character | |||
|DvNodeCharacterMotion | |||
|Contains the frame start and end of the animation, [[Resources/Animation State Machine|Animation State Machine]] state name and animation speed. The GUID connects the node to a Resource to set the animation file. | |||
|- | |||
|Model | |||
|Adds a Model Object in to the cinematic | |||
|DvNodeModel | |||
|The exact same as Character. | |||
|- | |||
|Model Motion | |||
|Adds animation to the parent node Model | |||
|DvNodeModelMotion | |||
|The exact same as Character Motion | |||
|- | |||
|Model Node | |||
|Creates a node to which other nodes can be attached as if it was the bone of the parent Character node | |||
|DvNodeModelNode | |||
|Contains the bones name. | |||
|- | |||
|Element | |||
|Subcategory for nodes, contains mostly game specific elements such as DvElementTheEndCableObject from | |||
[[Games/Sonic Frontiers|Sonic Frontiers]] | |||
|DvElement | |||
|Contains the Element ID, frame start and end, play type of the element and update timing of the element. | |||
There's only 3 Element Play Types and they're very straight forward, Normal - plays the element normally; OneShot - plays only once; Always - plays always. | There's only 3 Element Play Types and they're very straight forward, Normal - plays the element normally; OneShot - plays only once; Always - plays always. | ||
Update timing is a value that consists of multiple different types to change the update timings of the element, alot of these have yet to be found purposes. | Update timing is a value that consists of multiple different types to change the update timings of the element, alot of these have yet to be found purposes. | ||
|} | |||
=== DvResource === | === DvResource === | ||
DvResource is an array of | '''DvResource''' is an array of resources that are loaded for a '''DvScene'''. These are connected with '''GUIDs''' to several '''DvNode types'''. | ||
''' | |||
''' | |||
''' | They only consist of a '''filename''', '''GUID''' and '''file type'''. | ||
{| class="wikitable" | |||
|+Resource Types in Sonic Frontiers | |||
!Name | |||
!File extension | |||
!Used by Node | |||
|- | |||
|Character | |||
|'''[[Resources/Animation State Machine|(.asm)]]''' | |||
|Character | |||
|- | |||
|Camera Motion | |||
|'''[[Resources/Camera Animation|(.cam-anim)]]''' | |||
|Camera Motion | |||
|- | |||
|Character Motion | |||
|'''[[Resources/PXD Animation|(.anm.pxd)]]''' | |||
|Character Motion | |||
|- | |||
|Model | |||
|'''[[Resources/Animation State Machine|(.asm)]]''' | |||
|Model | |||
|} | |||
TODO: (c-style structs, technical notes) | TODO: (c-style structs, technical notes) |
Revision as of 16:47, 6 January 2025
DvScene (also known as DiEvent) is a file format that's been used in Hedgehog Engine 2 since Sonic Frontiers, it's a collection of nodes and resources that are easily editable for simple modification or creation of new cutscenes/cinematics.
The format and sub-system originates from the Yakuza game series in which it was known as DiEvent.
There are no proper ways currently to edit .dvscene except for an 010 Editor Binary Template.
Basic information
Each DvScene consists of 2 parts, DvCommon and DvResource.
DvCommon
DvCommon consists of:
- Frame start and end.
- Number of visual nodes (not confirmed).
- Cuts, the timestamps of every camera cut in the cinematic.
- Pages, for skipping frames in the cutscene, based on a set condition. Used for QTEs.
- Resource Cuts, timestamps when the Resources should deload (all of the time it's a single item, obviously).
- Node, the main Path DvNode.
The main path DvNode is the base node of the entire dvscene. Path standing for its Node Category.
Every DvNode contains:
- GUID, used to connect the node to resources or just to easily tell them apart. Every node has a unique GUID.
- Name, to easily organize the nodes.
- Node Category, changes the nodes type, each node type does something else.
- Node Flags
- Priority
- Child Nodes, the child nodes of the node.
- Node Data, the parameters and values that change based on the Node Category.
The node data is dependant on the Node Category, every category has its own set of parameters.
Name | Description | In-Engine Name | Basic structure |
---|---|---|---|
Path | Transforms the child nodes of this node | DvNodePath | Contains a Matrix4x4 which is then used to do transforms. |
Camera | Creates a Camera Object in to the cinematic | DvNodeCamera | Usually empty, but it has support for a list of Frame Progressions, used to skip frames in the camera animation. |
Camera Motion | Adds animation to the parent node Camera | DvNodeCameraMotion | Contains the frame start and end of the camera animation. The GUID connects the node to a Resource to set the Camera Animation file. |
Character | Creates a Character Model Object in to the cinematic | DvNodeCharacter | Contains the Model Name, Skeleton Name and sometimes a so called Internal Name is used; mostly used for characters that are very common, such as Sonic, Tails etc. These have a special shortcut for each, i.e. sh - Shadow, snc - Sonic, kn - Knuckles. The GUID connects the node to a Resource to set the Animation State Machine file. |
Character Motion | Adds animation to the parent node Character | DvNodeCharacterMotion | Contains the frame start and end of the animation, Animation State Machine state name and animation speed. The GUID connects the node to a Resource to set the animation file. |
Model | Adds a Model Object in to the cinematic | DvNodeModel | The exact same as Character. |
Model Motion | Adds animation to the parent node Model | DvNodeModelMotion | The exact same as Character Motion |
Model Node | Creates a node to which other nodes can be attached as if it was the bone of the parent Character node | DvNodeModelNode | Contains the bones name. |
Element | Subcategory for nodes, contains mostly game specific elements such as DvElementTheEndCableObject from | DvElement | Contains the Element ID, frame start and end, play type of the element and update timing of the element.
There's only 3 Element Play Types and they're very straight forward, Normal - plays the element normally; OneShot - plays only once; Always - plays always. Update timing is a value that consists of multiple different types to change the update timings of the element, alot of these have yet to be found purposes. |
DvResource
DvResource is an array of resources that are loaded for a DvScene. These are connected with GUIDs to several DvNode types.
They only consist of a filename, GUID and file type.
Name | File extension | Used by Node |
---|---|---|
Character | (.asm) | Character |
Camera Motion | (.cam-anim) | Camera Motion |
Character Motion | (.anm.pxd) | Character Motion |
Model | (.asm) | Model |
TODO: (c-style structs, technical notes)