Re: Kengo 3 PS2
Posted: Fri May 23, 2014 3:58 pm
There is the possibility that the first bone (body) is the root object and has no animation keys as it is moved during the game by the ending (Very common standard of that era)
As for the animation file: there are floats stored in this space. But it's not clear whether it's a mesh with face indices at file's end. That was just a suggestion.JohnHudeski wrote:I just have one question about Face data needing to skip so many bytes (for example 36 in the previous examples).
Is that not some what wasteful? or is other data naturally stored in between the indices.
It's not uncommon. Just search any given model for them. You'll find lots of 1's being contained.Lastly just based on general experience do you know of any file formats that has a bunch of float mostly 1's (00 00 80 3F)
Code: Select all
#region support structures
//I don't understand the need for the constant value after the key when key could have just been made an integer
//I don't understand why there are 2 floating values either
public struct KeyFrame
{
public ushort key;
public ushort const0; //548 = 24 02h
public float f0;
public float f1;
}
public struct Channel
{
public ushort frameCount; //number of frames
public ushort unkn0; //260,261,262.... for 6ers: first batch 256,257,258
public List<KeyFrame> frame; // [frameCount]
}
public struct Node //Probably bones
{
public ushort ID;
public ushort channelCount; //0, 3, 6
public uint addr;
public List<Channel> channels;
}
public struct KeyFile
{
public uint id;
public float one;
public float unkn0; //coincides with max frame count
public float sixty;
public uint nCount; //Node Count
public List<Node> node;
}
#endregion