Difference between revisions of "FF8/FileFormat MCH"

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<small>Last Update: [[User:Koral|Koral]] 18:21, 24 May 2009 (EDT)</small>
+
<small>Authors: [[User:Koral|Koral]], [http://forums.qhimm.com/index.php?topic=6961.msg86318#msg86318 JWP] and [http://forums.qhimm.com/index.php?topic=13261.msg184344#msg184344 Vehek]</small>
  
= MCH Field Character Models =
+
= MCH Field Character Models =
  
Each MCH file contains a skinned-animated model representing a character on the field or world Maps.  
+
Each MCH file contains a skinned-animated model representing a character on the field or world Maps. There appear to be multiple files of the same character representing differnt Level of Details.
There appear to be multiple files of the same character representing differnt Level of Details.
 
  
They usually contain multiple TIM textures (standard PSX textures), mesh geometry, bones, skeleton heirarchy information and skinning information.  
+
They usually contain multiple TIM textures (standard PSX textures), mesh geometry, bones, skeleton heirarchy information and skinning information. The whereabouts of the Bone Animation data is currently unknown.
The whereabouts of the Bone Animation data is currently unknown.  
 
  
 +
<br />
  
= Accessing MCH Files =
+
= Accessing MCH Files =
  
 
<small>todo</small>
 
<small>todo</small>
  
 +
<br />
  
 +
=  MCH File Structure  =
  
= MCH File Structure =
+
==  Header  ==
  
== Header ==
+
0x100 bytes [256 bytes]
<pre>
+
0x100 bytes [256 bytes]
+
    DWORD: Offsets to multiple Texture-Data
 +
        Start: 0x00
 +
        Parse DWORDS until read value: 0xFFFFFFFF
 +
 +
    DWORD: Offset to Model Data
 +
   
  
    DWORD: Offsets to multiple Texture-Data
+
<br />
        Start: 0x00
 
        Parse DWORDS until read value: 0xFFFFFFFF
 
  
    DWORD: Offset to Model Data
+
==  Texture-Data ==
   
 
</pre>
 
   
 
  
== Texture-Data ==
+
[[PSX/TIM_format|TIM format]]
<pre>
 
(for each Texture)
 
  
    Standard [TIM] format textures
+
(for each Texture)
</pre>
+
 +
    Standard [TIM] format textures
  
 +
<br />
  
== Model-Data ==
+
== Model-Data ==
<pre>
 
    Header: 0x40 bytes (64)
 
  
        DWORD: number of Skeleton Bones
+
{| class="wikitable"
        DWORD: number of Vertices
+
! Offset
        DWORD:   (unknown)
+
! Length
        DWORD: number of Faces
+
! Description
        DWORD:   (unknown)
+
|-
        DWORD: number of Skin objects
+
| 0x00
 +
| 4 bytes
 +
| Number of Skeleton Bones
 +
|-
 +
| 0x04
 +
| 4 bytes
 +
| Number of Vertices
 +
|-
 +
| 0x08
 +
| 4 bytes
 +
| Number of texture animations
 +
|-
 +
| 0x0C
 +
| 4 bytes
 +
| Number of Faces
 +
|-
 +
| 0x10
 +
| 4 bytes
 +
| Number of Unknown data
 +
|-
 +
| 0x14
 +
| 4 bytes
 +
| Number of Skin objects
 +
|-
 +
| style="background: rgb(255,255,204)" | 0x18
 +
| style="background: rgb(255,255,204)" | 4 bytes
 +
| style="background: rgb(255,255,204)" | Unknown
 +
|-
 +
| 0x1C
 +
| 2 bytes
 +
| Triangle count
 +
|-
 +
| 0x1E
 +
| 2 bytes
 +
| Quad count
 +
|-
 +
| 0x20
 +
| 4 bytes
 +
| Offset of bones
 +
|-
 +
| 0x24
 +
| 4 bytes
 +
| Offset of vertices
 +
|-
 +
| 0x28
 +
| 4 bytes
 +
| Offset of texture animations
 +
|-
 +
| 0x2C
 +
| 4 bytes
 +
| Offset of faces
 +
|-
 +
| style="background: rgb(255,255,204)" | 0x30
 +
| style="background: rgb(255,255,204)" | 4 bytes
 +
| style="background: rgb(255,255,204)" | Offset of unknown data
 +
|-
 +
| 0x34
 +
| 4 bytes
 +
| Offset of skin objects
 +
|-
 +
| 0x38
 +
| 4 bytes
 +
| Offset of animation data
 +
|-
 +
| style="background: rgb(255,255,204)" | 0x3C
 +
| style="background: rgb(255,255,204)" | 4 bytes
 +
| style="background: rgb(255,255,204)" | Unknown
 +
|}
  
        DWORD * 10:  (unknown)
+
    Skeleton Data: 0x40 bytes per bone, recurse through number of bones dictated in Header
    
+
    (for each bone)
</pre>
+
 +
        SHORT: parent bone (1-based)
 +
        SHORT:  (unknown)
 +
        DWORD:  (unknown)
 +
        SHORT: bone length
 +
        DWORD * 15:   (unknown)
 +
         
  
<pre>
+
    Vertex Data:
    Skeleton Data: 0x40 bytes per bone, recurse through number of bones dictated in Header
+
    (for each vertex)
    (for each bone)
+
 +
        SHORT * 3: Vertex XYZ Position
 +
        SHORT:  (unknown)
 +
        DWORD * 4:  (unknown)
 +
         
  
        SHORT: parent bone (1-based)
+
    Texture-animations Data:
        SHORT:  (unknown)
+
struct
        DWORD:  (unknown)
+
{
        SHORT: bone length
+
byte unknown
        DWORD * 15:  (unknown)
+
byte total_textures?
         
+
byte unknown
</pre>
+
byte uSize
 +
byte vSize
 +
byte replacement_section_count
 +
UV_pair original_area_coords
 +
byte unknown[2]
 +
UV_pair replacement_coords[replacement_section_count]
 +
};
  
<pre>
+
struct face {
    Vertex Data:
+
u32 opcode; 0x07060125 = triangle, 0907012d = Quad
    (for each vertex)
+
BYTE unk[4];
 +
SHORT unknown; //When bit 0x04 is set, sets semitransparency
 +
BYTE unk[2];
 +
u16 verticies[4]; //vertex id's
 +
u16 verticies1[4]; //Edge data???
 +
u32 Vertex_Colours[4];
 +
TextureMap TextureData[4]; // TextureMap = u16 with the first byte = u and the second byte = v
 +
u16 Padding;
 +
u16 textureIndex;
 +
u32 padding[2];
 +
//64 bytes
 +
};
  
        SHORT * 3: Vertex XYZ Position
+
    Unknown Data, Seems to split up the skin-objects, triangles, and quads:
        SHORT:  (unknown)
+
struct
        DWORD * 4:  (unknown)
+
{
         
+
uint16 start_skinobject_index
</pre>
+
uint16 skinobject_count
 
+
byte unknown[12]
<pre>
+
uint16 start_triangle_index
    Face Data:
+
uint16 triangle_count
    (for each face)
+
uint16 start_quad_index
 
+
uint16 quad_count
        DWORD:  (unknown)
+
byte unknown2[8]
        BYTE * 3:    (unknown)
+
  };
        BYTE:  Polygon Type [0x2d = Quad, 0x25 = Triangle]
 
        DWORD * 2:  (unknown)
 
        SHORT * 4: Indices per Face-Vertex
 
        SHORT * 4:  (unknown)
 
        BYTE * 4 * 4: Vertex Colour (RGBA) per Face-Vertex
 
        BYTE * 2 * 4: Vertex UV, (1st byte U, 2nd byte V) per Face-Vertex
 
        DWORD * 12: (unknown)
 
 
 
</pre>
 
 
 
<pre>
 
    Skin-Object Data:
 
    (for each skin-object)
 
 
 
        SHORT: Bone ID (1-based)
 
        SHORT:  (unknown)
 
        SHORT: index of first vertex
 
        SHORT: number of vertices
 
       
 
</pre>
 
  
 +
    Skin-Object Data:
 +
    (for each skin-object)
 +
 +
        SHORT: index of first vertex
 +
        SHORT: number of vertices
 +
        SHORT: Bone ID (1-based)
 +
        SHORT:  (unknown)
 +
       
  
 +
<br />
  
 
<small>todo: notes on skinning, animation data</small>
 
<small>todo: notes on skinning, animation data</small>
  
 
+
= MCH Model File List =
 
 
=MCH Model File List=
 
  
 
<small>todo</small>
 
<small>todo</small>

Latest revision as of 05:24, 23 May 2019

Authors: Koral, JWP and Vehek

MCH Field Character Models

Each MCH file contains a skinned-animated model representing a character on the field or world Maps. There appear to be multiple files of the same character representing differnt Level of Details.

They usually contain multiple TIM textures (standard PSX textures), mesh geometry, bones, skeleton heirarchy information and skinning information. The whereabouts of the Bone Animation data is currently unknown.


Accessing MCH Files

todo


MCH File Structure

Header

0x100 bytes [256 bytes]

    DWORD: Offsets to multiple Texture-Data
        Start: 0x00
        Parse DWORDS until read value: 0xFFFFFFFF

    DWORD: Offset to Model Data
    


Texture-Data

TIM format

(for each Texture)

    Standard [TIM] format textures


Model-Data

Offset Length Description
0x00 4 bytes Number of Skeleton Bones
0x04 4 bytes Number of Vertices
0x08 4 bytes Number of texture animations
0x0C 4 bytes Number of Faces
0x10 4 bytes Number of Unknown data
0x14 4 bytes Number of Skin objects
0x18 4 bytes Unknown
0x1C 2 bytes Triangle count
0x1E 2 bytes Quad count
0x20 4 bytes Offset of bones
0x24 4 bytes Offset of vertices
0x28 4 bytes Offset of texture animations
0x2C 4 bytes Offset of faces
0x30 4 bytes Offset of unknown data
0x34 4 bytes Offset of skin objects
0x38 4 bytes Offset of animation data
0x3C 4 bytes Unknown
    Skeleton Data: 0x40 bytes per bone, recurse through number of bones dictated in Header
    (for each bone)

        SHORT: parent bone (1-based)
        SHORT:   (unknown)
        DWORD:   (unknown)
        SHORT: bone length
        DWORD * 15:   (unknown)
          
    Vertex Data:
    (for each vertex)

        SHORT * 3: Vertex XYZ Position
        SHORT:   (unknown)
        DWORD * 4:   (unknown)
          
    Texture-animations Data:
struct
{
	byte unknown
	byte total_textures?
	byte unknown
	byte uSize
	byte vSize
	byte replacement_section_count
	UV_pair original_area_coords
	byte unknown[2]
	UV_pair replacement_coords[replacement_section_count]
};
struct face {
	u32 opcode; 0x07060125 = triangle, 0907012d = Quad
	BYTE unk[4];
	SHORT unknown; //When bit 0x04 is set, sets semitransparency
	BYTE unk[2];
	u16 verticies[4]; //vertex id's
	u16 verticies1[4]; //Edge data???
	u32 Vertex_Colours[4];
	TextureMap TextureData[4]; // TextureMap = u16 with the first byte = u and the second byte = v
	u16 Padding;
	u16 textureIndex;
	u32 padding[2]; 
	//64 bytes
};
    Unknown Data, Seems to split up the skin-objects, triangles, and quads:
struct
{
	uint16 start_skinobject_index
	uint16 skinobject_count
	byte unknown[12]
	uint16 start_triangle_index
	uint16 triangle_count
	uint16 start_quad_index
	uint16 quad_count
	byte unknown2[8]
};
    Skin-Object Data: 
    (for each skin-object)

        SHORT: index of first vertex
        SHORT: number of vertices
        SHORT: Bone ID (1-based)
        SHORT:   (unknown)
        


todo: notes on skinning, animation data

MCH Model File List

todo