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Paradox-01 (talk | contribs) (begin of collecting notes to set up that vertex shading experiment) |
Paradox-01 (talk | contribs) m (offsets) |
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Also he isn't convinced that OniSplit could easily associate these M3GMs with vertex shading saved in another file. | Also he isn't convinced that OniSplit could easily associate these M3GMs with vertex shading saved in another file. | ||
Still I'm | Still I'm not willing to give up on this. ^_^ | ||
Here's the plan: | Here's the plan: | ||
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: * Regarding binary information I found [[OBD:Instance_file_format|THAT]] page very useful. | : * Regarding binary information I found [[OBD:Instance_file_format|THAT]] page very useful. | ||
What AKEV data do we need? The structure is fixed, so actually only the size or the item count is needed to pin down all colors. | |||
: data table offset at 0x20 | |||
: AGQG offset (A) at 0x94 | |||
: AGQG size (B) at 0x9C | |||
: AGQG items at 0x20 + A + 0x1C | |||
: AGQG start at 0x20 + A | |||
: AGQG end at 0x20 + A + B | |||
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The byte array is like this: BF BF BF FF (191 191 191 255 = grey). | The byte array is like this: BF BF BF FF (191 191 191 255 = grey). | ||
The format is BGRA | The format is BGRA whereby I couldn't see Alpha to have an effect on the color strength. Maybe it will be different with a texture (not tested yet). | ||
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