Resources/DvScene: Difference between revisions
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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. | ||
==== Node Categories in Sonic Frontiers | ==== Node Categories in Sonic Frontiers ==== | ||
'''1. Path''' - contains a Matrix4x4 which is used to rotate, scale and move the Child Nodes | '''1. Path''' - contains a Matrix4x4 which is used to rotate, scale and move the Child Nodes | ||
Revision as of 16:24, 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 so it's simple to modify or create new cutscene/cinematic.
The format and sub-system originates from the Yakuza game series in which they were 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).
- The timestamps of every camera cut in the cinematic.
- So called pages for skipping frames in the cutscene, based on a set condition. Used for QTEs.
- Timestamps when the Resources should deload (all of the time it's a single item, obviously).
- 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.
Node Categories in Sonic Frontiers
1. Path - contains a Matrix4x4 which is used to rotate, scale and move the Child Nodes
2. Camera - the node that creates the Camera Object in the cinematic. Usually empty, but it has support for a list of Frame Progressions, used to skip frames in the camera animation.
3. Camera Motion - usually the child node of the Camera to add in the animation of the camera, the GUID connects the node to a Resource to set the camera animation file. Contains the frame start and end of the camera animation.
4. Character - node that creates the Character model object in the cinematic, the GUID connects the node to a Resource to set the Animation State Machine file. 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
5. Character Motion - usually the child node of the Character node to add in the animation of the Character model, the GUID connects the node to a Resource to set the animation file. Contains the frame start and end of the animation, Animation State Machine state name and animation speed.
6. Model - the same as Character
7. Model Motion - the exact same as Character Motion
8. Model Node - used to parent nodes to a bone on a Model with an armature. Contains the bones name.
9. Element - a subcategory for nodes, it's contains mostly game specific elements for different aspects of said game. 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 the resources that should be loaded for a DvScene. These are connected with GUIDs to several DvNode types.
They only consist of a name, GUID and file type.
File Types in Sonic Frontiers
1. Character (.asm), used with DvNodeCharacter
2. Camera Motion (.cam-anim), used with DvNodeCameraMotion
3. Character Motion (.anm.pxd), used with DvNodeCharacterMotion
4. Model (.asm), used with DvNodeModel
TODO: (c-style structs, technical notes)