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banjo_kazooie:model_data [2024/11/26 15:29]
BanjoFreak64 [Animated Texture List]
banjo_kazooie:model_data [2025/05/01 12:06] (current)
snowboundmage2 [Header]
Line 21: Line 21:
 | 0x00000034 | [00 00 00 00] | ? | | 0x00000034 | [00 00 00 00] | ? |
 ''​*Geo Types: 0000=normal,​ 0002= Trilinear MipMapping (RGBA16), 0004=Env mapping, 0006=Trilinear MipMapping (RGBA16) + Environment Mapping''​ ''​*Geo Types: 0000=normal,​ 0002= Trilinear MipMapping (RGBA16), 0004=Env mapping, 0006=Trilinear MipMapping (RGBA16) + Environment Mapping''​
 +
 +If a setup offset = 00 00 00 00, there is no data for that type.
  
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Line 33: Line 35:
 Each Meta Element is 0x10 Bytes large, and structured like this: Each Meta Element is 0x10 Bytes large, and structured like this:
  
-''​[<​color #​A946F2>​dd dd dd dd</​color>​] [<color #​b5e61d>​ee ee</​color>​] 00 00 [<color #​00a2e8>​ww</​color>​] [<color #​ed1c24>​hh</​color>​] 00 00 00 00''​+''​[<​color #​A946F2>​dd dd dd dd</​color>​] [<color #​b5e61d>​ee ee</​color>​] 00 00 [<color #​00a2e8>​ww</​color>​] [<color #​ed1c24>​hh</​color>​] ​00 00 00 00 00 00''​
  
 ^ Value/​Syntax ^ Description ^ ^ Value/​Syntax ^ Description ^
Line 98: Line 100:
  
 A vertex will be drawn at position (20, 98, -25). UV mapping will begin at -20 coordinates in the U axis and 20 coordinates in the V axis. This vertex will feature a color of #929292 with full opacity alpha of 0xFF or 255. A vertex will be drawn at position (20, 98, -25). UV mapping will begin at -20 coordinates in the U axis and 20 coordinates in the V axis. This vertex will feature a color of #929292 with full opacity alpha of 0xFF or 255.
 +
 +----
 +===== Animation Setup ======
 +The animation setup rigs bones to a model and anchors them to the origin, or the parent bone (0xFFFF). It is comprised of two sections: A header, and a bone setup.
 +
 +**Animation Header**
 +^ Offset from Animation Setup ^ Value Syntax ^ Description ^
 +| 0x0000 | [<color #​22b14c>​aa aa aa aa</​color>​] | Scaling Factor (float) |
 +| 0x0004 | [<color #​00a2e8>​bb bb</​color>​] | Bone Count |
 +| 0x0006 | [00 00] | Padding / Unk |
 +
 +**Example (74a8.bin, Slappa at address 0x2ca8):**
 +
 +''<​color #​22b14c>​42 34 00 00</​color>​ <color #​00a2e8>​00 19</​color>​ 00 00''​
 +
 +Sets the scaling factor as 45 (<color #​22b14c>​0x42340000</​color>​) and sets the bone count as 25 (<color #​00a2e8>​0x19</​color>​).
 +
 +**Bone Setup**
 +^ Offset following Animation Header ^ Value Syntax ^ Description ^
 +| 0x0000 | [<color #​A946F2>​xx xx xx xx</​color>​] | X Position of Bone (float) |
 +| 0x0004 | [<color #​00a2e8>​yy yy yy yy</​color>​] | Y Position of Bone (float) |
 +| 0x0008 | [<color #​f50569>​zz zz zz zz</​color>​] | Z Position of Bone (float) |
 +| 0x000C | [<color #​d1b219>​ii ii</​color>​] | Internal Bone ID |
 +| 0x000E | [<color #​ff5703>​pp pp</​color>​] | Parent Bone ID |
 +
 +**Example (74a8.bin, Slappa at address 0x2cb0):**
 +
 +''<​color #​A946F2>​BF 8E 23 70</​color>​ <color #​00a2e8>​C3 2D 44 F0</​color>​ <color #​f50569>​40 FC 92 09</​color>​ <color #​d1b219>​00 05</​color>​ <color #​ff5703>​FF FF</​color>''​
 +
 +Assigns a bone to the model at coordinates (<color #​A946F2>​-1.11</​color>,​ <color #​00a2e8>​-173.27</​color>,​ <color #​f50569>​7.89</​color>​),​ gives it an Internal Bone ID of 5 (<color #​d1b219>​0x5</​color>​) and connects that bone to Parent Bone -1 (<color #​ff5703>​0xFFFF</​color>​). This case just so happens to be the origin.
  
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banjo_kazooie/model_data.1732634955.txt.gz ยท Last modified: 2024/11/26 15:29 by BanjoFreak64