I have been able to extract everything from this game except UV
So i am hoping to compile here a list of every method UV can be represented to aid my research
First question, is there a special way UV's are organized when the texture is tiled or swizzled?
You will find below an example of said file
Code: Select all
struct UVHeader
{
int vertCount; //or id
int type; //14, 15 or 16
int size; //size of each uv
int dataSize; //vertCount * size = dataSize
}
//Type is associated with size
//Type:Size 14:8, 15:12, 16:16
//I assume in some cases they have 2 UVs
struct UnknStruct00
{
int i0; //always 1
int i1; //always 1
int i2; //always 0
int i3; //always 0
int i4; //always 0
int i5; //Always a Constant -65536 (which is the minimum short value)
int i6; //UV offset
ushort s0,s1; //always 4096 and another increasing value
};
This class doesn't seem important
I had originally thought [b]i5[/b] was a bias but i did not know what to scale it to and why that was necessary.
0xFFFF word (word, word)
I tried reading the word values as half floats and floats but I always come across negative values or so ridiculous E value
Hence I believe them to be integers
Been staring at this for a long time