Y
Yagami Light
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Ok here is the byte data I reversed to get the top image, gfs,particle effects and spell effects all seem to be affected as well
Oh! And that's what I was searching for. I even browsed this topic, but just missed it. Thanks Yagami. Still can't find a good workaround for this.I will link you this thread
https://www.ff7catalog.com/threads/5310/
Satoh in there explains why half is missing on reply#60, this was a ps1 game after all something to do with storing data efficiently
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If the blue triangle be mirrored vertically, this should work just fine. I'll take a smaller object, and see which one should have +/- 1 face index.Looks to me like the triangles overlap, miscalculation somewhere?
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Nice work, this means reading mesh without U/V and texture information is fully reversed now?
Hey guys - I know this is off-topic, but it has to do with the UV/Walkmesh - and since that seems to be a hot topic, I'm posting this here in the hopes that someone knows what's going on with the UV/Walkmesh in the open world areas. You cracked that .x file in NO time and you're work is really interesting to watch unfold!...here is an example of messed up UV/texture coordinates using Crestian's Railroad texture for Balamb town -
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Wow, we'll take your word for it. That will be a really amazing tool indeed.Of course I'm going to work on worldmap next.
Didn't touch the walkmesh yet, but as far as I just fast looked on those files is:
Wmrail is set of points. Probably points telling where tracks should go, just like splinemesh in UnrealEngine, but I'm not sure yet.
Wmtex is just a file containing textures only
Wmset is a file containing balamb garden model, train models, probably towns, consist similiar geometry data as levels and characters.
Wmsetus - almost same as above, but does have some differences?
And that biggest 20 MB file. Didn't test it out, but appears it doesn't have any textures in it.
I'll finish this .x file (texture support, and tool for it), then I'll start on worldmap.