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FF8/FileFormat MCH

183 bytes added, 05:24, 23 May 2019
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<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 =
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.
<br />
= Accessing MCH Files =
<small>todo</small>
<br />
= MCH File Structure =
= MCH File Structure = Header ==
== Header == 0x100 bytes [256 bytes] DWORD: Offsets to multiple Texture-Data Start: 0x00 Parse DWORDS until read value: 0xFFFFFFFF DWORD: Offset to Model Data
<prebr />0x100 bytes [256 bytes]
DWORD: Offsets to multiple == Texture-Data Start: 0x00 Parse DWORDS until read value: 0xFFFFFFFF ==
DWORD: Offset to Model Data <[[PSX/pre> TIM_format|TIM format]]
== (for each Texture-Data ==) Standard [http://wiki.qhimm.com/PSX/TIM_format TIM ] format]textures
<prebr />(for each Texture)
Standard [TIM] format textures</pre>== Model-Data ==
 == Model-Data == {| border="1" cellspacing="1" cellpadding="3" alignclass="center" style="border: 1px solid black; border-collapse: collapse;wikitable"! style="background:rgb(204,204,204)" | Offset! style="background:rgb(204,204,204)" | Length! style="background:rgb(204,204,204)" | Description
|-
| 0x00
| 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
| 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)" | 0x204 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)" | 32 4 bytes|style="background:rgb(255,255,204)" | Unknown
|}
<pre> 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)
SHORT Vertex Data: parent bone (1-basedfor each vertex) SHORT* 3: (unknown)Vertex XYZ Position DWORD SHORT: (unknown) SHORT: bone length DWORD * 154: (unknown) </pre>
<pre> Vertex Texture-animations Data: (for each vertex) 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] };
SHORT * 3: Vertex XYZ Position 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]; DWORD * TextureMap TextureData[4: (unknown)]; // TextureMap = u16 with the first byte = u and the second byte = v u16 Padding; u16 textureIndex; u32 padding[2]; < /pre>/64 bytes };
<pre> 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]}</pre> <pre> Face Data: (for each face)  DWORD: (unknown) BYTE * 3: (unknown) BYTE: Polygon Type [0x2d = Quad, 0x25 = Triangle] SHORT: When bit 0x04 set, face has semi-transparency SHORT: (unknown) DWORD: (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> 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] }</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>
  =MCH Model File List=
<small>todo</small>