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byte r, g, b;
byte unknown[7];
byte index_bones; // Start index of bones
byte unknown;
byte num_bones; // Additional number of bones in the model's skeleton
byte unknown[6];
byte index_parts; // Start index of parts
→Models Section: Et voila!
u16 scale; // (12 bit fixed point)
u32 offset_skeleton; // Offset to the parts, bones and animations of the model
byte r1, g1, b1;
byte unknown;
byte r2, g2, b2;
byte r3, g3, b3;
byte index_bones_start; // Start index of bones (255 if no bones)
byte index_bones_end; // End index of bones
byte r4, g4, b4;
byte num_bones; // Additional number of bones in the model's skeleton
byte r5, g5, b5;
byte r6, g6, b6;
byte index_parts_start; // Start index of parts
byte index_parts_end; // End index of parts
byte r7, g7, b7;
byte num_parts; // Additional number of parts in the model's skeleton
byte unknown[6]r8, g8, b8; byte index_animationsr9, g9, b9; byte index_anim_start; // Start index of animations byte unknownindex_anim_end; // End index of animations byte r3r10, g3g10, b3b10;
byte num_animations; // Additional number of animations
} // sizeof = 48