Difference between revisions of "FF8/WorldMap wmset"

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(Added Vehek's notes.)
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*DISCLAIMER: This page can be edited as the info actually presented here is still in-research and may be faulty.
 
 
 
==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 TODO.  
+
==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
  
==File structure==
+
struct
TODO
+
{
 +
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