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From Final Fantasy Inside

FF7/Field/BSX

188 bytes removed, 02:28, 5 December 2011
Models section
<cpp>
struct StrModel {
u16 model_id; // ID of the model byte unknown[2]u16 scale; // (12 bix fixed point) u32 offset_skeleton; // Offset to the parts, bones and animations of the model byte r, g, b; byte unknown[157]; byte index_bones; // Start index of bones byte unknown; byte r1, g1, b1; byte num_bones; // Number Additionnal number of bones in the model's skeleton byte unknown[116]; byte index_parts; // Start index of parts byte unknown; byte r2, g2, b2; byte num_parts; // Number Additionnal number of parts in the model's skeleton byte unknown[116]; byte index_animations; // Start index of animations byte unknown; byte r3, g3, b3; byte num_animations; // Number Additionnal number of animations}// sizeof = 48
</cpp>
In Akari's notes this section described as// BSX model enviroment settings+ 0<br />+ 2 [][] scale (12 bix fixed point).<br />+ 4 [][][][] offset to something.<br />+ 8 [] R<br />+ 9 [] G<br />+ a [] B<br />+12 [] start index of additional bone.<br />+17 [] additional number of bones.<br />+1e [] start index of additional parts.<br />+23 [] additional number of parts.<br />+2a [] start index of additional animations.<br />+2f [] additional number of animations.<br />+30<br />(Merge it please) Please note that this is additional number of animations in case of settings for models that has BCX file. They load BCX animations, parts and bones first, then add BSX parts. For example cloud's sword in some fields added to normal BCX cloud file.
Then, for each model, we have the parts, bones and animations (at the offset offset_skeleton) :
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