I found the bones and colored triangle and quad. I just cant understand textured quad and triangle.
This is textured quad
58 59 04 57 FF FF FF 9A FF FF FF 9A FF FF FF D6 FF FF FF B0 04 05 06 07
This is textured triangle
52 48 53 00 FF FF FF 2C FF FF FF 84 FF FF FF 79 00 01 02 20
The first four bytes are obviously vertex indexes.
Next was color in colored triangle and quad. The last block are the new one. It looks like index to something..... maybe I need to hack into FIELD.TDB first.
And I didn't work on animation at all.
FIELD.TDB is extremely simple. I can rattle it off the top of my head to you if you like. The real meat and potatoes is in the BCX and BSX files (which are pretty much the same)
uint32 References[3]
These are reverse ordered references (doh?)
The first always points to the end of the file (at least appears too)
The second points to the begining of the bone structure likely
The third points to the bones (looks like it at least
).
Right so the format is completely different than the battle models looks like.
As far as I know they shouldn't have any colors for vertexs .. at least the battle models didn't.
Now lets think, do we have UV indices in this data? No I don't see any?
I don't think there is any UV data in the BCX and BSX files since that never changes, likely in the FIELD.TDB file somewhere.
The only thing that I can think of they need for textured quads and triangles (and there aren't many of them) are the vertex indices.
There should be only a few triangles and quads. (IE 3-4 triangles and 5-12 quads).
Remember the field models ONLY have eye textures, which are pooled in FIELD.TDB.
The numbers you are looking at though are suspicious. I think the field models are using DIRECT PS1 GPU codes (quick look at halkun's PS1 GEEK book).
Right doesn't look like those weird long words are GPU commands Oh well
The 4 last numbers look like vertex numbers however what model is this? Cloud? Always be sure you say that, because it will help you identify things faster. Anyhow Cloud will use texture 0 palette 0.
Side note, likely the reason the field format has other weird stuff that isn't used with textured polygons and it's format appears to be different is that different programmers handled the field than the battle 3d.
Cyb