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The rest This section begins first with a texture section header of the file is unknown 8 bytes:<cpp>struct TexSectionHeader { u32 unknown1; byte num_textures; // Number of textures byte unknown2[3];}</cpp> And just after, a list of texture header for now.each texture: <cpp>struct TexHeader { u16 width, height; u16 vramX, vramY; u32 offset_data; // relative to texture_pointer}</cpp>
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== Models Section ==
This section begins first with a model header of 16 bytes :
<cpp>
struct StrModelHeader {
Note: Some characters, especially playable characters with BCX files, will sometimes not have bones or parts specified in the above subsection. In these cases, their animations may be immediately after the animations of other models.
== Rest of the file Textures Section ==
And finally, these headers are followed by texture data.
== EXAMPLE, USING MD1STIN.BSX==