FF8/WorldMap wmset
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File general info
Please reefer to WmsetXX.obj for more specific info.
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
Generic Wmset.obj models offsets
GAME USES wmsetXX.obj file instead of THIS. This is list with models offsets FYI:
15612 18980 19376 20940 21256 22820 23136 24100 24336 24492 26088 27700 29288 29444 31140 33172 36484 36880 38320 39712 41144 42604 43904 44884 45968 49360 55100 60808 65588 66640 67036 67896 68388
Texture offsets for above models, where index 0 is the first model listed here, and 32 is the last one (68388).
switch(index) { case 0: return 413048; case 1: return 429980; case 2: return 446912; case 3: return 451076; case 4: return 453192; case 5: return 457356; case 6: return 459472; case 7: return 463636; case 8: return 465752; case 9: return 467868; case 10: return 470016; case 11: return 472164; case 12: return 474312; case 13: return 474508; case 14: return 478768; case 15: return 483028; case 16: return 491384; case 17: return 499740; case 18: return 501888; case 19: return 504036; case 20: return 506184; case 21: return 508332; case 22: return 510480; case 23: return 512628; case 24: return 514776; case 25: return 523132; case 26: return 531488; case 27: return 539844; case 28: return 548200; case 29: return 550316; case 30: return 551440; case 31: return 551636; case 32: return 552728; default: return 0; //For compiler }