Ascension64 Posted June 16, 2010 Share Posted June 16, 2010 VEF File Format Visual Effect File Applies to: BG2, BG2: ToB General Description Visual effects allow you to group other visual effects, animations, and sounds together and specify the timing with which each component plays. This is powerful in the sense that you can create a whole visual effect display with these files. VEF files can be used with the actions CreateVisualEffect(S:Object*,P:Location*) and CreateVisualEffectObject(S:Object*,O:Target*), and in effect opcode 215 (Graphics: Play 3D Effect). Detailed Description Header The header is fixed at 0x18 bytes. Offset Size (data type) Description 0x0000 4 (char array) Signature ('VEF ') 0x0004 4 (char array) Version ('') No version is specified. 0x0008 4 (dword) Offset to visual effect components 1 0x000c 4 (dword) Number of visual effect components 1 0x0010 4 (dword) Offset to visual effect components 2 0x0014 4 (dword) Number of visual effect components 2 Note that regardless of which array the visual effect component is in, it is treated the same. Visual effect components Visual components can be VEF, VVC, BAM, or WAV. Support for VEF means that you can actually nest components within each other. Each visual effect entry has a fixed size of 0xe0 bytes. It is advisable not to use looping components because this will accumulate visual effect components and cause the game to grind to a halt. Offset Size (data type) Description 0x0000 4 (dword) Ticks until start How long (in AI updates) does the visual effect run before this component begins. 0x0004 4 (dword) Unused 0x0008 4 (dword) Ticks until loop How long (in AI updates) does it take to run this component again. It is advisable to make sure this value is greater than the duration of the component, otherwise this component will accumulate and cause the game to grind to a halt. 0x000c 4 (dword) Resource type Specifies the type of resource to load. If the first type does not exist, will try the next type, and so on. 0 = WAV 1 = VVC, then BAM 2 = VEF, then VVC, then BAM (also sends CMessage) 0x0010 8 (resref) Resource name 0x0018 4 (dword) Continuous cycles Boolean. If set, will set the continuous cycles value for the component. Only applicable when the resource type is 1. 0x001c 124 (bytes) Unused Unmarshalled but not used. Link to comment
Avenger Posted June 20, 2010 Share Posted June 20, 2010 So this is where vefproj.ids is used! Link to comment
Ascension64 Posted June 20, 2010 Author Share Posted June 20, 2010 So this is where vefproj.ids is used! VEFPROJ.IDS has opcodes like PROJECTL.IDS. The values of VEFPROJ.IDS will be ResRefs for VEF, VVC, or BAM. When a projectile opcode is stated, the game checks the following things. If one of these is satisfied, the others will be ignored. 1. Internal hard-coded projectile 2. VEFPROJ.IDS 3. PROJECTL.IDS Link to comment
Galactygon Posted July 5, 2010 Share Posted July 5, 2010 This means if I call a valid .vef file in an extension header, the .vef will play instead of a projectile? How does this work? -Galactygon Link to comment
Ascension64 Posted July 7, 2010 Author Share Posted July 7, 2010 This means if I call a valid .vef file in an extension header, the .vef will play instead of a projectile? How does this work? -Galactygon Essentially, CreateVisualEffect(foo), which would simplify to: 1. Check if FOO.VEF exists. If so, make a CVisualEffect loading FOO.VEF. Return. 2. Else, check if FOO.VVC exists. If so, make a CVisualEffect loading FOO.VVC. Return. 3. Else, check if FOO.BAM exists. If so, make a CVisualEffect of FOO.BAM. Return. 4. Else, return, or ? assertion error. I cannot remember which. Link to comment
Galactygon Posted July 8, 2010 Share Posted July 8, 2010 What I was really asking is, what happens when the extended header of a .spl or .itm calls for FOO.VEF instead of FOO.PRO? This implies .vef files are handled like .pro files: When a projectile opcode is stated, the game checks the following things. If one of these is satisfied, the others will be ignored.1. Internal hard-coded projectile 2. VEFPROJ.IDS 3. PROJECTL.IDS But .pro files give you targets and area of effects, wheras .vef files are simply graphics. I'm missing something here. -Galactygon Link to comment
Avenger Posted July 8, 2010 Share Posted July 8, 2010 Yes, VEF seems to be a vvc+, not a projectile (with travel graphics), let alone AoE. Link to comment
Avenger Posted June 2, 2013 Share Posted June 2, 2013 When will this info go into public IESDP I mean, main index, heh. Link to comment
Avenger Posted July 12, 2013 Share Posted July 12, 2013 I think, the empty area is 196 bytes long. 0xe0 - 0x1c = 0xc4 Link to comment
Ascension64 Posted July 12, 2013 Author Share Posted July 12, 2013 You are probably right, made a boo-boo. Link to comment
Galactygon Posted September 29, 2013 Share Posted September 29, 2013 Just a stray thought: the VEF file format could be tweaked to allow for cutscenized projectiles aka in PST. There is plenty of space in this format. -Galactygon Link to comment
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