Difference between revisions of "Xeno/GameDirectoryDescription/Directory11 Field"
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Latest revision as of 05:25, 23 May 2019
File Format
There are pairs of two files. First one are field model textures. The second one are model, sprites data, as well as text and script.
First file - Textures and CLUT
Second file - Field Data
This is uniq pack of different data. There are always 8 files in there. All of them are compressed. The most part of header are unknown, except few data.
Start offset | Size | Value |
---|---|---|
0x010C | 0x04 bytes | Length of uncompressed file 1 |
0x0110 | 0x04 bytes | Length of uncompressed file 2 |
0x0114 | 0x04 bytes | Length of uncompressed file 3 |
0x0118 | 0x04 bytes | Length of uncompressed file 4 |
0x011C | 0x04 bytes | Length of uncompressed file 5 |
0x0120 | 0x04 bytes | Length of uncompressed file 6 |
0x0124 | 0x04 bytes | Length of uncompressed file 7 |
0x0128 | 0x04 bytes | Length of uncompressed file 8 |
0x012C | 0x04 bytes | Unknown |
0x0130 | 0x04 bytes | Offset to file 1 |
0x0134 | 0x04 bytes | Offset to file 2 |
0x0138 | 0x04 bytes | Offset to file 3 |
0x013C | 0x04 bytes | Offset to file 4 |
0x0140 | 0x04 bytes | Offset to file 5 |
0x0144 | 0x04 bytes | Offset to file 6 |
0x0148 | 0x04 bytes | Offset to file 7 |
0x014C | 0x04 bytes | Offset to file 8 |
0x0150 | 0x04 bytes | Offset to end of pack |
There are files:
- 1) unknown
- 2) walkmeshes
- 3) pack of 3d models
- 4) sprites
- 5) sprites animation
- 6) entitys and scripts
- 7) unknown
- 8) text
2) walkmeshes
Contains number of walkmeshes for character and camera.
Start offset | Size | Value |
---|---|---|
0x00 | 0x04 bytes | Number of walkmeshes |
0x04 + Number of walkmesh * 0x04 | 0x04 bytes | Length of walkmesh |
0x04 + (Number of walkmeshes + 1) * 0x04 | 0x04 bytes | End of file |
0x04 + (Number of walkmeshes + 1) * 0x04 + Number of walkmesh * 0x08 | 0x04 bytes | Start of walkmesh triangle description |
0x04 + (Number of walkmeshes + 1) * 0x04 + Number of walkmesh * 0x08 + 0x04 | 0x04 bytes | Start of walkmesh vertexes |
Vertex array are simple.
Start offset | Size | Value |
---|---|---|
0x00 | 0x02 bytes | X |
0x02 | 0x02 bytes | Y |
0x04 | 0x02 bytes | Z |
0x06 | 0x02 bytes | Aligment zeros (0x0000) |
Each triangle descript like this
Start offset | Size | Value |
---|---|---|
0x00 | 0x02 bytes | A (index of vertex) |
0x02 | 0x02 bytes | B (index of vertex) |
0x04 | 0x02 bytes | C (index of vertex) |
0x06 | 0x02 bytes | Access side 1 (index of triangle or 0xFFFF) |
0x08 | 0x02 bytes | Access side 2 (index of triangle or 0xFFFF) |
0x0A | 0x02 bytes | Access side 3 (index of triangle or 0xFFFF) |
0x0C | 0x02 bytes | Unknown flags |