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From Final Fantasy Inside

FF8/FileFormat MCH

25 bytes removed, 13:51, 2 July 2012
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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 =
byte unknown[2]
UV_pair replacement_coords[replacement_section_count]
};
</pre>
<pre>
Face Data: (for each struct face){ u32 opcode; 0x07060125 = triangle, 0907012d = Quad DWORD: (unknown) BYTE * 3: (unknown) BYTE: Polygon Type unk[0x2d = Quad, 0x25 = Triangle4]; SHORT: unknown; //When bit 0x04 is set, face has semi-transparencysets semitransparency SHORT: (unknown) BYTE unk[2]; DWORD: (unknown) SHORT * u16 verticies[4: Indices per Face-Vertex]; //vertex id's SHORT * u16 verticies1[4: (unknown)]; //Edge data??? BYTE * u32 Vertex_Colours[4 * 4: Vertex Colour (RGBA) per Face-Vertex]; BYTE * 2 * TextureMap TextureData[4: Vertex UV, (1st ]; // TextureMap = u16 with the first byte U, 2nd = u and the second byte V) per Face-Vertex= v DWORD * 12: (unknown) u16 Padding; u16 textureIndex; u32 padding[2]; //64 bytes };
</pre>
uint16 quad_count
byte unknown2[8]
};
</pre>
(for each skin-object)
SHORT: index of first vertex
SHORT: number of vertices
SHORT: Bone ID (1-based)
SHORT: (unknown)
SHORT: index of first vertex
SHORT: number of vertices
</pre>
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