Miscellaneous Forums > Scripting and Reverse Engineering
[FF7] camdat files
nfitc1:
After performing a search for these files I've found that they've been largely ignored for about five years. I'd like to see if I can discover their purpose. I have a few notes I'd like to share, but I don't want to spout them all out if someone has actual info that contradicts mine.
Does anyone have any info regarding the structure of these files?
Akari:
This is camera packs for battle. Most likely camera data itself is stored just like in movies.
nfitc1:
True, those are camera motions for various battle sequences (likely camera movements for attacks), but they doesn't seem to have much in common with the .cam files that control the movies.
It actually seems to be quite different.
<thinking_out_loud>
The movie .cam files come into play when a character needs to be overlaid with the video. It looks like there are 10 signed DWORDS for each frame of the video. The first six look most important (ie, actual coordinates for the camera), but I don't know what the next three do. The last seems to be some kind of scene indicator or flag of some sort. I'm sure plenty is know about these by now.
</thinking_out_loud>
Anyway, the battle cameras function very differently. If I'm reading the archive correctly, the segments vary in size but are multiples of 4 bytes. They appear to be in some sort of script form terminated with F4h FFh and 0s added to the next fourth block (run the script until you find FFF4h?). Very little else I've seen about them other than their indexing structure.
Covarr:
Coordinates: I assume three for location, three for rotation? Anything relating to size/zoom?
Akari:
I don't know how they stored it on PC, but on PSX each camera frame stored as transformation packet for GTE. This is used in field to set 3d transformations for models and in movies. It must be true for battle )
Navigation
[0] Message Index
[#] Next page
Go to full version