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ofp:file_formats:rtm

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ofp:file_formats:rtm [2007/07/10 09:52] – external edit 127.0.0.1ofp:file_formats:rtm [2024/07/31 12:54] (current) – links added. snakeman
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-====== RTM Animation File Format ======+====== OFP RTM Animation File Format ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]] 
 + 
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
  
 To help understand the contents of the file format, a brief idea of what animations are, is in order. To help understand the contents of the file format, a brief idea of what animations are, is in order.
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 <code> <code>
- struct RtmFile + struct RtmFile
  {  {
   byte Signature[8]; // "RTM_0101" note. This is not asciiz   byte Signature[8]; // "RTM_0101" note. This is not asciiz
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                                   // All, in fixed 32 byte records                                   // All, in fixed 32 byte records
                                   // The .p3d extension is default (not stored)                                   // The .p3d extension is default (not stored)
-  struct Frame1 +  struct Frame1
   (   (
    float FrameTime; // Values 0.0 to 1.0    float FrameTime; // Values 0.0 to 1.0
    /* Represents a percentage of 'time' relative to the ''total'' time taken to display all frames.    /* Represents a percentage of 'time' relative to the ''total'' time taken to display all frames.
-   ** The overall time is ''not'' indicated in the rtm. External sources cause the 'frames' to move   +   ** The overall time is ''not'' indicated in the rtm. External sources cause the 'frames' to move
    ** fast, or slow, or whatever. See note4 below    ** fast, or slow, or whatever. See note4 below
    */    */
     struct Component1     struct Component1
     {     {
-     asciiz P3dName[32];     //Identical to the same name in the list above +     asciiz P3dName[32];     //Identical to the same name in the list above
                              //(and in same relative order)                              //(and in same relative order)
      float  Transform[4][3]; //The orientation of the model. See note1 below.      float  Transform[4][3]; //The orientation of the model. See note1 below.
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 </code> </code>
  
-and so is never stored. +and so is never stored.
  
 This identical matrix is used for WRP files (both formats) and RTM files. This identical matrix is used for WRP files (both formats) and RTM files.
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 The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately. The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.
  
-For further information visit +For further information visit
  
 [[http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/transforms/transforms.asp|Microsoft page]] [[http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/transforms/transforms.asp|Microsoft page]]
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 Given ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1......... Given ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1.........
 +
ofp/file_formats/rtm.1184061152.txt.gz · Last modified: 2007/07/10 09:52 by 127.0.0.1