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Champions return to arms ps2
Champions return to arms ps2











We are now at offset 198 (hex) this is information about where to attach weapons to the models. Unknown but atleast in this file the 8 byte in each block is 00 I have not tried changing this its purpose is There is a 10(decimal) byte block for each of the "1A" section. The last offset points to the place where the data in the vif file ends, but continues to be padded with zeros. The anm animation files almost surely reference the "1A" differnt bone-meshes The next "1A" offsets point to the "1A" different BoneMeshes, they begin at the first bone-mesh's first submesh's vertexes and contain The place where the head mesh ends/begins as it is the only offset that is not in the small to large offset list.

champions return to arms ps2 champions return to arms ps2

The first offset does not follow the pattern and strangely ends in an odd number, maybe it points to The first 4 bytes are "00 00 1A 00" where the "1A" means the same thing as before.įollowing these are "1C" different 4byte offsets: Number of bone meshes ie each bone will effect only that bone mesh. The only thing I can make out of this is that the "1A" is the I dont know what this means, I think I changed them The next 5 (decimal) bytes are FC FF FF FF FF. In the sample file the first 11(decimal) bytes are all zero which appears to be common for files in this game. XX 78=PS2 TriStrips Vertexes (unlike 68, some culling must be done to show the faces correctly) XX 6D=PS2 Some Combination of (Vertexes, UV and Normals all SignedIntegers) XX 6C=PS2 Some Combination of (Vertexes, UV and Normals all Floats) Please help me solve the mystery of the "69" Should look like it does in this picture: So the feathers and loin cloth in the picture below will not be on the same file I attach but the mesh

champions return to arms ps2

This game uses real Armor/clothing and textures that are attached to the base mesh Is found in the file SELECT.LMP (Character Selection Screen Data) The raw file im_bodyv1.vif (Iksar Male Body Version 1: The vertex subsections in "69" games always begins with this: I call these meshes "69" meshes because in every PS2 game I have looked at that uses the 69 header, the vertexes do not work as in the picture below: What I want to know is how the 2bytesigned vertexes, are connected to form faces, as there is no face index, and the meshes are not standard PS2 Tristrips. The VIF format is just what the games calls, PS2 2ByteSignedInteger formatted meshes with some differences, and is therefore found in many games like many Tony Hawk games, and Ratchet and Clank. Most VIF models all found in archive files called "LMP". Champions Return to Arms, is a Playstation 2 game, developed by Snowblind Studios, and uses a similar engine to their Baldur's Gate: Dark Alliance, which also has "VIF" models.













Champions return to arms ps2