Difference between revisions of "FF8/WorldMap wmset"
< FF8
Jump to navigation
Jump to search
my_wiki>MaKiPL |
my_wiki>MaKiPL (Added Vehek's notes.) |
||
Line 1: | Line 1: | ||
− | |||
− | |||
==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. | ||
− | Models | + | ==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 |
Revision as of 22:31, 16 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.
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