MILESTONE! Updated first post, check it for summary, newest updates, and everythingFound geometry data!
It is as I can see, on one battlefield, there is more than one or two objects here.
Now, I'm going to reproduce and see how's made, find the starting header offset, see where is the length byte, and try to reproduce it manually from this data part, to see if it's reverse bytes and etc.
Yup. Wiped out one geometry object, that starts with specific header I'm still looking for.
See? MaKiPL stole the sky! Oh no!
EDIT3:
Sky appears to be the very first geometry object here. Searching now for trees.
EDIT4:
Oops Nailed it.
EDIT5:
That's funny
EDIT6:
HAHA!
Model set information:
Rotation rate for forest model REVERSE-BYTES! 0x7282-0x7285 (4 bytes).
EXAMPLE:
00 38 00 02 - is for forest model group, to be in correct way, changing last byte makes rotation go 90o, changing third byte makes rotation go up to:
00-0
FF-45o (probably)
and so on...
Extreme milestone!I probably found out how single verticle is made, also how they're connected to faces. It needs some testing though.
Single verticle:
20 00 35 00 21 00 36 00 54 9c 80 3c 54 68 b2 00 7e 9c 7e 68 80 80 80 2c
(24Bytes)
That's what I found is:
0x0 (1B) - Stands for ID, with every verticle it raises up by 1.
0x2 (1B) - Same as above (?)
0x3 (17B) - Not yet researched
0x21 (3B) - It does repeat in every single object
0x24 (1B) - End of object.
Way how they're connected into faces is TODO. Still there's a lot of work.
A debug tip!FFVIII Steam release produce crash log file .DMP. This one can be really fast opened by Visual Studio, also with detailed exception name. All I got before was "Unknown exception", here in VS you can get detailed exception, also debug software with VS. Gonna check it later, I'm tired ATM.