A
Akari
Guest
Did anyone has info about psx FFVII battle models format?
It's different. Battle model info much easier then field model. Though battle map model if harder... at least now =)Yes... worked on it with a mickey and a few others a long while ago. Added it to the wiki, I wonder if anyone has updated the animation information?
Have fun with it, it should be similar to the field data with the big difference being textures.
Cyb
I believe someone stuffed it into the wiki. Not positive. I'll have to look as it was in a PDF file that disappeared off of here I think someone may have relinked it. L Spiro was the talent behind that (with help from Qhimm). It's a rather nasty format in that it uses delta compression and is rather complicated. I believe that was what I was working on .. getting working with the battle models when I had the 'deadly' computer crash.Now I can't find animation format =)
It's different from PC. Or at least I don't understand PC format =)
This is PC format http://wiki.qhimm.com/FF7/Battle/Battle_Animation_(PC)I believe someone stuffed it into the wiki. Not positive. I'll have to look as it was in a PDF file that disappeared off of here I think someone may have relinked it. L Spiro was the talent behind that (with help from Qhimm). It's a rather nasty format in that it uses delta compression and is rather complicated. I believe that was what I was working on .. getting working with the battle models when I had the 'deadly' computer crash.Now I can't find animation format =)
It's different from PC. Or at least I don't understand PC format =)
Cyb
I looked at it but could not make heads or tales of it, it is different for each one but what it means escapes me. Perhaps it identifies the sections past #2 and before the near last.Did anyone has idea what second block is?
First is mesh, third and so on - animations, last - textures. But what are second block?
Oh! I got it. Part of this file is action scripts (or sequence)I looked at it but could not make heads or tales of it, it is different for each one but what it means escapes me. Perhaps it identifies the sections past #2 and before the near last.Did anyone has idea what second block is?
First is mesh, third and so on - animations, last - textures. But what are second block?
Also you are wrong the last is not always a texture. Watch out for that because the character battle models have there weapons in the 16 last sections of the file.
Cyb
Now that is interesting, it is no wondered I couldn't make heads or tails of it, as the script codes were the last thing on my mind. I was thinking it might have been information about the specific contents of the file. Is the data well organized? IE does it follow a format that can help identifying animation data versus texture versus model? I believe on the characters the weapon is somehow added as a bone (the of which the bone can change obviously). So I was wondering about how it worked into the animation sequences. If the second section in the file helps with that, then it would be easier to work with FF7's data.Oh! I got it. Part of this file is action scripts (or sequence)
from offset 0x68 there are 0x20 offsets to sequence of commands.
For example action attack with tonfa for MP
Action id 4
Sequence: FCF0 06 D12003000004F0 07 F704 08 FAF0 09 E5EE54
Commands are everything greater than 0x8e
This action playes animations with id 06 07 08 09
06 - start of jump
07 - half jump
08 - end jump
09 - attack
After this action id resets to 0 (idle) and play sequence
A9C900C1
pointer value 3 2 for each cycle
// C1 (33) this reset pointer to 0 and then increment it until it points to opcode past C9
// 00 - play animation 0