whoops, I haven't got vista so I haven't been able to test it, sorry peeps
NeoCloud, you don't have to explain anymore, I know the problem exactly
the files should work fine with Vista, so maybe the ISO dumper/extractor is doing things a little differently in Vista?
The viewer GUI is really ugly yet its supposed to work fine on Vista. but then again irrlicht is supposed to mainly be used for rendering stuff, it just doesn't hold up as well for GUIs.
(So Ya, its not a criticism, its a fact
)
I know about those annoying problems when you click on something, and it doesn't change, so you click again and again until it does.
Its weird. Its annoying. But its the best I can do for now, sorry
I
will have a go and try converting it into a pure win32 application with forms, but i really find MS dependencies annoying. I'll see how things go.
Ignitz, you made a script-dumper? thanks for sharing all this information!
I'll have a go at adding Script-viewing capabilities into the Viewer, just for the sake of completeness.
I wonder if its possible to edit scripts then re-pack all the data into an ISO and play it? Translations could be done, but otherwise there probably isn't any point really because these days Squenix do a great job with translations
spidergaby wow, that viewer's actually running on the PSP?! I've heard about LTE but I never thought of actually viewing the raw data from the PSP itself.
I've been posting all the information I find about the different file-formats etc, so feel free to try make your own viewer! Mine is really quite crap (the GUI especially) and I only made it to help make it easier for ME to find and extract the characters but i don't mind sharing it with everyone
But thanks for offering to help, just post here to let us all know how you're doing and what you find, the more the merrier
Nothing new on the model-data unfortunatly
I can't figure out the mesh-data at all, its all a little chaotic inside those [!] files.
[unknown chunk 1] doesn't appear to be anything useful, because most of the data consists of zeros, and not enough shorts (which usually correspond with vertex positions). Maybe its Bone and Skin data combined?
[unknown chunk 2] must contain all the Vertex AND all the Face data because there is no change in the data-flow within that chunk. But it feels a little random because its hard to tell how big each "data-chunk" is, sometimes appearing to be 64-byte chunks, sometimes 48, sometimes 32. It could just be a long list of Vertices (not indexed) but there still should be a more obvious pattern as to where one ends and the next begins.
I remember something about FF8 battle-models having UV's seperated from the the vertex data, maybe its similar to that and [unknown chunk 1] actually contains a list of UV's?
If anyone has ideas then please do spit them out!