Difference between revisions of "FF8/WorldMap wmx"

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(Header data)
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===Header data===
 
===Header data===
  
TODO
+
 
 +
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
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! style="background:rgb(204,204,204)" | Offset
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! style="background:rgb(204,204,204)" | Length
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! style="background:rgb(204,204,204)" | Description
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|-
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| 0
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| 4 bytes
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| unknown
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|-
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| 4
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| 64 (16 * uint32)
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| Offsets to blocks position. 4 bytes every offset!
 +
|}

Revision as of 16:14, 12 July 2015

By MaKiPL. All thanks goes to Halfer, for rich research progress on world map file. This wiki page is also based on Blue's wmx2obj source code.

General

Wmx.obj is world map geometry model only. Contains 835 segments, does not contain textures nor additional info like general header or pointers. Collision is calculated directly from faces. Towns and places on map are part of world map and are created the same way as mountains, ground etc. File size is 0x9000*835. Every 0x9000 a next segments starts.

Segment = contains 16 blocks Block = contains geometry

Segment

Segment starts with header (consist offsets for every block). After header a block data appears (a 4 byte header?) and triangle data.


Header data

Offset Length Description
0 4 bytes unknown
4 64 (16 * uint32) Offsets to blocks position. 4 bytes every offset!