Difference between revisions of "FF8/WorldMap wmset"

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(Added Vehek's notes.)
my_wiki>MaKiPL
(File general info)
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==File general info==
 
==File general info==
wmset.obj is a file containing models and textures. Up to 83 [[PSX/TIM_file|TIMs textures]]. They vary from 1/2 size terrain textures (the same as texl.obj, but 1/2 smaller), train textures, moon and sky texture. First texture starts at 0x1CDF8. This contains also Balamb mobile texture and Ragnarok.  
+
wmset.obj is a file containing models and textures. Up to 83 [[PSX/TIM_file|TIMs textures]]. They vary from 1/2 size terrain textures (the same as texl.obj, but 1/2 smaller), train textures, moon and sky texture. First texture starts at 0x1CDF8. This contains also Balamb mobile texture and Ragnarok. This file is very similiar to wmsetxx.obj, where xx is language code. The changes are tiny, but compromises whole static structure of files. Please reefer to [[FF8/WorldMap wmsetxx|WmsetXX.obj]] for more specific info.
  
 
==Models section==
 
==Models section==

Revision as of 20:05, 24 May 2015

File general info

wmset.obj is a file containing models and textures. Up to 83 TIMs textures. They vary from 1/2 size terrain textures (the same as texl.obj, but 1/2 smaller), train textures, moon and sky texture. First texture starts at 0x1CDF8. This contains also Balamb mobile texture and Ragnarok. This file is very similiar to wmsetxx.obj, where xx is language code. The changes are tiny, but compromises whole static structure of files. Please reefer to WmsetXX.obj for more specific info.

Models section

Researched by: Vehek (http://forums.qhimm.com/index.php?topic=13799.msg193791#msg193791)

struct
{
u16 triangle_count;
u16 quad_count;
u16 texture_page;
u16 vertex_count;
triangle triangleData[triangle_count];
quad quadData[quad_count];
vertex verticeData[vertex_count];
} model
struct
{
u8 vertexIndices[3];
u8 semitransp; //Sets semitransparency if bit 0x01 is set
u8 texcoords1[2];
u8 texcoords2[2];
u8 texcoords3[2];
u16 CLUT_ID;
} triangle
struct
{
u8 vertexIndices[4];
u8 texcoords1[2];
u8 texcoords2[2];
u8 texcoords3[2];
u8 texcoords4[2];
u16 CLUT_ID;
u8 semitransp;//Sets semitransparency if bit 0x01 is set
u8 unknown
} quad
struct
{
s16 coordinates[3];
u16 unknown;
}vertex