Apologies for there not being any format information publicly available. i had meant to have some things ready for release for a while now, on this and a number of other formats i have worked on, but i haven't gotten around to finishing the code base i planned on structuring everything around. i have been wanting to get my skeletal animation, texture management, and format conversion framework going for a while now, but haven't been as productive as i would have liked lately.
Here is information on the ENVD section:
Code: Select all
struct ENVD_INFO
{
SetBackColor(cLtGreen);
uint16 nameOffset <format = hex>;
struct
{
uint16 vertexCount;
uint16 indicesOffset <format = hex>;
uint16 weightsOffset <format = hex>;
} dataInfo[2]; // not sure why this information repeats
SetBackColor(cLtBlue);
FSeek(startof(this) + nameOffset);
string jointName;
SetBackColor(cLtGreen);
FSeek(startof(this) + dataInfo[0].indicesOffset);
uint16 vertexIndices[dataInfo[0].vertexCount];
SetBackColor(cLtYellow);
FSeek(startof(this) + dataInfo[0].weightsOffset);
uint8 vertexWeights[dataInfo[0].vertexCount];
};
struct MESH_ENVD
{
// 0x00
struct CHILD_HEADER header;
// 0x10
struct ENVD_INFO envdInfo;
};
Currently a lot of the things i have worked on are still in binary template format for 010 Editor, with a few things hacked together for obj conversion to test in some cases. i plan on creating a more general model viewing application with animation support and a few other things soon hopefully. Need to build up a good library of code for handling some of the texture and conversion related tasks, as i haven't written anything up yet for handling a decent interchange format like collada for instance..
EDIT:
Ah, you posted while i was typing, heh.