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From Final Fantasy Inside
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<small>Last UpdateAuthors: [[User:Koral|Koral]] 18, [http:21, 24 May 2009 (EDT)//forums.qhimm.com/index.php?topic=13261.msg184344#msg184344 Vehek]</small>
= MCH Field Character Models =
== Header ==
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0x100 bytes [256 bytes]
== Texture-Data ==
[http://wiki.qhimm.com/PSX/TIM_format TIM format]
<pre>
(for each Texture)
== Model-Data ==
<pre>
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Vertex Data:
(for each vertex)
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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)
BYTE * 3: (unknown)
BYTE: Polygon Type [0x2d = Quad, 0x25 = Triangle]
SHORT: When bit 0x04 set, face has semi-transparency SHORT: (unknown) DWORD * 2: (unknown)
SHORT * 4: Indices per Face-Vertex
SHORT * 4: (unknown)
DWORD * 12: (unknown)
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<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]
}
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