Hact tev: Difference between revisions
Jump to navigation
Jump to search
(Create hact_csv) |
mNo edit summary |
||
Line 1: | Line 1: | ||
hact_tev.bin is a file format that appears only in [[Modding Terms|OOE]] games. | hact_tev.bin is a file format that appears only in [[Modding Terms|OOE]] games after Yakuza Kenzan. | ||
It's present in HAct PAR files in the following path: hact/hact_all/(hact ID)/hact_tev.bin | It's present in HAct PAR files in the following path: hact/hact_all/(hact ID)/hact_tev.bin |
Revision as of 02:41, 13 December 2022
hact_tev.bin is a file format that appears only in OOE games after Yakuza Kenzan.
It's present in HAct PAR files in the following path: hact/hact_all/(hact ID)/hact_tev.bin
hact_tev is responsible for:
- Storing a list of effects and their data and when they play in the HAct sequence
- These effects range from particles, sounds, damage, branch nodes and screen effects
When compared to the modern HAct cmn.bin that appears for the first time on Yakuza 5, hact_tev is split into seperate sections:
- Objects
- Effects (Including Effect 1019)
- Effects (Without Effect 1019)
Objects reference other objects and effects, and essentially establish the hierarchy of the HAct.

The overall structure of hact_tev as shown by TevView