C
Cyberman
Guest
This is one of the reason why generating the textures for the battle models was hard.This week brings almost nothing. I'm in the middle of reversing creating packet drafts and filling them with real data. But it liiks like I will need to parse eyes texture loading too. As I can see Square did all rasterization all by themself. During loading for all types of polygon packet draft is created. Packet draft is place in memory where all static data for specific packet is filled (packet header, texture data). During render vertex coords copied in there too and, i suppose, they sent to GPU. A lot of work lies ahead =)
First the TIM data has multiple palettes. At first one would think "no big deal they have a list somewhere right?" No. You have to use the polygon data to guess which palette to use. So my guess is you have to render your textures like one would have to for battle models. IE render the texture data but iterating through the available data. As for eye blinking, how is that handled? The mouths aren't animated (let me check) nope not animated in the least. So the script handles the eye blinking or does the game engine (automatically)?
Cyb