Author Topic: FF8 World Map Objects format  (Read 4644 times)

Vehek

  • *
  • Posts: 213
    • View Profile
FF8 World Map Objects format
« on: 2012-10-28 01:23:26 »
Note: These are things like the mobile gardens, cars, those Disc 4 gateways. No towns in here. They are distinct from the models in world.fs's chara.one, which use the field model format.
These exist identically in both wmset.obj and wmsetus.obj. They appear to be solid meshes without skeletons. There are a total of 33 models.
In wmsetus.obj, the models are at 0x3BB4, and the texture section is at 0x64AD0. Both sections start with pointers to their entries. Each model corresponds to a texture in the texture section. That is, the first model loads the first texture in the texture section, the second model loads the second texture, and so on. I think that's only into whatever is used for FF8's VRAM though. Texture page and CLUT IDs are part of the model data, and must match up with the TIM.



Code: [Select]
struct
{
u16 triangle_count;
u16 quad_count;
u16 texture_page;
u16 vertex_count;
triangle triangleData[triangle_count];
quad quadData[quad_count];
vertex verticeData[vertex_count];
}model

Code: [Select]
struct
{
u8 vertexIndices[3];
u8 semitransp; //Sets semitransparency if bit 0x01 is set
u8 texcoords1[2];
u8 texcoords2[2];
u8 texcoords3[2];
u16 CLUT_ID;
} triangle

Code: [Select]
struct
{
u8 vertexIndices[4];
u8 texcoords1[2];
u8 texcoords2[2];
u8 texcoords3[2];
u8 texcoords4[2];
u16 CLUT_ID;
u8 semitransp;//Sets semitransparency if bit 0x01 is set
u8 unknown
} quad

Code: [Select]
struct
{
s16 coordinates[3];
u16 unknown;
}vertex

I'm not sure what order I should list for the coordinate axes. When importing into Blender, using XYZ produces models lying on their sides.

kaspar01

  • *
  • Posts: 118
  • FFVIII Fan & Collector , 3D Artist , FF8RP-WIP
    • View Profile
Re: FF8 World Map Objects format
« Reply #1 on: 2012-10-28 16:07:38 »
They appear to be solid meshes without skeletons. There are a total of 33 models.

I'm not 100% sure about this but it's possible those models dont need more than 1 main bone because they just rotate the mesh and never deform..All but the two gardens (they bot have 2 rings which continuously rotatate even when the garden is not moving.






ElectricPrism

  • *
  • Posts: 3
    • View Profile
Re: FF8 World Map Objects format
« Reply #2 on: 2013-01-14 06:51:20 »
So, assuming we use this code to understand the concept of interpreting these FF8 models, what's the next step after that?

I'm really stoked for all the FF8 to usable model format work, it's exciting :)

LeonhartGR

  • *
  • Posts: 2525
  • ~Whatever...~ Enjoy life!
    • View Profile
    • LeonhartGR Productions
Re: FF8 World Map Objects format
« Reply #3 on: 2013-01-14 08:49:10 »
Yes! Fresh people on crew! Well done!