Difference between revisions of "FF8/FileFormat MCH"
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my_wiki>Koral |
my_wiki>Myst6re |
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− | <small> | + | <small>Authors: [[User:Koral|Koral]], [http://forums.qhimm.com/index.php?topic=13261.msg184344#msg184344 Vehek]</small> |
= MCH Field Character Models = | = MCH Field Character Models = | ||
Line 19: | Line 19: | ||
== Header == | == Header == | ||
+ | |||
<pre> | <pre> | ||
0x100 bytes [256 bytes] | 0x100 bytes [256 bytes] | ||
Line 32: | Line 33: | ||
== Texture-Data == | == Texture-Data == | ||
+ | [http://wiki.qhimm.com/PSX/TIM_format TIM format] | ||
+ | |||
<pre> | <pre> | ||
(for each Texture) | (for each Texture) | ||
Line 40: | Line 43: | ||
== Model-Data == | == Model-Data == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" | |
− | + | ! style="background:rgb(204,204,204)" | Offset | |
− | + | ! style="background:rgb(204,204,204)" | Length | |
+ | ! style="background:rgb(204,204,204)" | Description | ||
+ | |- | ||
+ | | 0x00 | ||
+ | | 4 bytes | ||
+ | | Number of Skeleton Bones | ||
+ | |- | ||
+ | | 0x04 | ||
+ | | 4 bytes | ||
+ | | Number of Vertices | ||
+ | |- | ||
+ | | 0x08 | ||
+ | | 4 bytes | ||
+ | | Number of texture animations | ||
+ | |- | ||
+ | | 0x0C | ||
+ | | 4 bytes | ||
+ | | Number of Faces | ||
+ | |- | ||
+ | | 0x10 | ||
+ | | 4 bytes | ||
+ | | Number of Unknown data | ||
+ | |- | ||
+ | | 0x14 | ||
+ | | 4 bytes | ||
+ | | Number of Skin objects | ||
+ | |- | ||
+ | |style="background:rgb(255,255,204)" | 0x18 | ||
+ | |style="background:rgb(255,255,204)" | 4 bytes | ||
+ | |style="background:rgb(255,255,204)" | Unknown | ||
+ | |- | ||
+ | | 0x1C | ||
+ | | 2 bytes | ||
+ | | Triangle count | ||
+ | |- | ||
+ | | 0x1E | ||
+ | | 2 bytes | ||
+ | | Quad count | ||
+ | |- | ||
+ | |style="background:rgb(255,255,204)" | 0x20 | ||
+ | |style="background:rgb(255,255,204)" | 32 bytes | ||
+ | |style="background:rgb(255,255,204)" | Unknown | ||
+ | |} | ||
<pre> | <pre> | ||
Line 67: | Line 103: | ||
<pre> | <pre> | ||
− | Vertex Data: | + | Vertex Data: |
(for each vertex) | (for each vertex) | ||
Line 77: | Line 113: | ||
<pre> | <pre> | ||
− | Face Data: | + | Texture-animations Data: |
+ | struct | ||
+ | { | ||
+ | byte unknown | ||
+ | byte total_textures? | ||
+ | byte unknown | ||
+ | byte uSize | ||
+ | byte vSize | ||
+ | byte replacement_section_count | ||
+ | UV_pair original_area_coords | ||
+ | byte unknown[2] | ||
+ | UV_pair replacement_coords[replacement_section_count] | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | <pre> | ||
+ | Face Data: | ||
(for each face) | (for each face) | ||
Line 83: | Line 135: | ||
BYTE * 3: (unknown) | BYTE * 3: (unknown) | ||
BYTE: Polygon Type [0x2d = Quad, 0x25 = Triangle] | BYTE: Polygon Type [0x2d = Quad, 0x25 = Triangle] | ||
− | DWORD | + | SHORT: When bit 0x04 set, face has semi-transparency |
+ | SHORT: (unknown) | ||
+ | DWORD: (unknown) | ||
SHORT * 4: Indices per Face-Vertex | SHORT * 4: Indices per Face-Vertex | ||
SHORT * 4: (unknown) | SHORT * 4: (unknown) | ||
Line 90: | Line 144: | ||
DWORD * 12: (unknown) | DWORD * 12: (unknown) | ||
+ | </pre> | ||
+ | |||
+ | <pre> | ||
+ | Unknown Data, Seems to split up the skin-objects, triangles, and quads: | ||
+ | struct | ||
+ | { | ||
+ | uint16 start_skinobject_index | ||
+ | uint16 skinobject_count | ||
+ | byte unknown[12] | ||
+ | uint16 start_triangle_index | ||
+ | uint16 triangle_count | ||
+ | uint16 start_quad_index | ||
+ | uint16 quad_count | ||
+ | byte unknown2[8] | ||
+ | } | ||
</pre> | </pre> | ||
Revision as of 18:00, 1 July 2012
Contents
MCH Field Character Models
Each MCH file contains a skinned-animated model representing a character on the field or world Maps. There appear to be multiple files of the same character representing differnt Level of Details.
They usually contain multiple TIM textures (standard PSX textures), mesh geometry, bones, skeleton heirarchy information and skinning information. The whereabouts of the Bone Animation data is currently unknown.
Accessing MCH Files
todo
MCH File Structure
Header
0x100 bytes [256 bytes] DWORD: Offsets to multiple Texture-Data Start: 0x00 Parse DWORDS until read value: 0xFFFFFFFF DWORD: Offset to Model Data
Texture-Data
(for each Texture) Standard [TIM] format textures
Model-Data
Offset | Length | Description |
---|---|---|
0x00 | 4 bytes | Number of Skeleton Bones |
0x04 | 4 bytes | Number of Vertices |
0x08 | 4 bytes | Number of texture animations |
0x0C | 4 bytes | Number of Faces |
0x10 | 4 bytes | Number of Unknown data |
0x14 | 4 bytes | Number of Skin objects |
0x18 | 4 bytes | Unknown |
0x1C | 2 bytes | Triangle count |
0x1E | 2 bytes | Quad count |
0x20 | 32 bytes | Unknown |
Skeleton Data: 0x40 bytes per bone, recurse through number of bones dictated in Header (for each bone) SHORT: parent bone (1-based) SHORT: (unknown) DWORD: (unknown) SHORT: bone length DWORD * 15: (unknown)
Vertex Data: (for each vertex) SHORT * 3: Vertex XYZ Position SHORT: (unknown) DWORD * 4: (unknown)
Texture-animations Data: struct { byte unknown byte total_textures? byte unknown byte uSize byte vSize byte replacement_section_count UV_pair original_area_coords byte unknown[2] UV_pair replacement_coords[replacement_section_count] }
Face Data: (for each face) DWORD: (unknown) BYTE * 3: (unknown) BYTE: Polygon Type [0x2d = Quad, 0x25 = Triangle] SHORT: When bit 0x04 set, face has semi-transparency SHORT: (unknown) DWORD: (unknown) SHORT * 4: Indices per Face-Vertex SHORT * 4: (unknown) BYTE * 4 * 4: Vertex Colour (RGBA) per Face-Vertex BYTE * 2 * 4: Vertex UV, (1st byte U, 2nd byte V) per Face-Vertex DWORD * 12: (unknown)
Unknown Data, Seems to split up the skin-objects, triangles, and quads: struct { uint16 start_skinobject_index uint16 skinobject_count byte unknown[12] uint16 start_triangle_index uint16 triangle_count uint16 start_quad_index uint16 quad_count byte unknown2[8] }
Skin-Object Data: (for each skin-object) SHORT: Bone ID (1-based) SHORT: (unknown) SHORT: index of first vertex SHORT: number of vertices
todo: notes on skinning, animation data
MCH Model File List
todo