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FF9 Tools / Re: [PSX] FF9 Blender Importer (0.2)
« on: 2024-06-03 18:49:09 »
Thank you very much! I'm only now catching up on the work you've done on FF9 and it's insanely impressive
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chev, will you release a beta of your software? or will there any release anytime soon?There won't be any anytime soon. There's tons of things to clean up, it has little to no interface and you need to recompile it to change directories. Plus it's really part of a bigger, unrelated program so it'd have to be isolated first, not to mention it's been two years since I made it so there's bit I'd have to rewrite just to understand them. And I don't have much time for personal programming nowadays, so I'm not really considering it.
Unfortunately, there doesn't seem to be a count of how many different texture animations the model hasWhile there is no count, that kind of list usually marks its end with a zero offset, so you could check for those if you haven't already.
0 0 C 7 6 E 1 0 0
0000 0000 0011 1110 0110 0111 1000 0000 0000
0 0 C B 9 1 0 0 0
0000 0000 0011 1101 1001 1000 0000 0000 0000
110 0110 0111 1 in little endian
111100110011 in big endian
which is 3891, aka -205, about -18 degrees with 12 bit angles101 1001 1000 0 in little endian
000011001101 in big endian
The only thing I don't get (and I have searched everywhere) is how to open those .P2 files and the KAPH files inside them.
Can anyone give me some help?
0x00 byte4 chunk_type, "BMD0"
0x04 byte4 unknown
0x08 uint chunk_length //chunk_type included
0x0C ushort subchunk_list_pointer //from the beginning of the chunk
0x0E ushort subchunk_count
0x10 offset to MDL0 chunk
0x14 byte4 chunk_type "MDL0"
0x18 uint chunk_length //chunk_type included