Difference between revisions of "Xeno/GameDirectoryDescription/Directory11 Field"

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my_wiki>Akari
(Second file - Field Data)
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| Start of walkmesh vertexes
 
| Start of walkmesh vertexes
 
|-
 
|-
 +
|}
 +
 +
Vertex array are simple.
 +
 +
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse; background: rgb(255,255,255);" align="center"
 +
! align="center" style="background:rgb(204,204,204)" | Start offset
 +
! align="center" style="background:rgb(204,204,204)" | Size
 +
! align="center" style="background:rgb(204,204,204)" | Value
 +
|-
 +
| 0x00
 +
| 0x02 bytes
 +
| X
 +
|-
 +
| 0x02
 +
| 0x02 bytes
 +
| Y
 +
|-
 +
| 0x04
 +
| 0x02 bytes
 +
| Z
 +
|-
 +
| 0x06
 +
| 0x02 bytes
 +
| Aligment zeros (0x0000)
 +
|}
 +
 +
Each triangle descript like this
 +
 +
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse; background: rgb(255,255,255);" align="center"
 +
! align="center" style="background:rgb(204,204,204)" | Start offset
 +
! align="center" style="background:rgb(204,204,204)" | Size
 +
! align="center" style="background:rgb(204,204,204)" | 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
 
|}
 
|}

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