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« Reply #15 on: October 21, 2011, 10:43:58 AM » |
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well I havn't quite fully figured out Pika's group ID's, but I have figured out all his bone ID's. >_>
001E - TopN 004E - EyeYellowM 002E - TransN 0026 - XRotN, LLeg2N 0000 - YRotN 000A - HipN 0036 - HipSubN 0022 - LLegJ, WaistN 002A - LKneeJ, TailNd 0024 - LFootJ, LHandN, LThumbN 001C - LToeN 0019 - LLegN 0004 - RLegJ, RKneeJ, RFootJ, RToeN, RLegN, RLeg2N, RMimiN, RMimiNb, RShoulderN, RShoulderJ, RArmJ, RHandN, RFingerN, RThumbN, RShoulderNb 001B - TailN, BodyN, LArmJ 002D - TailNb 0028 - TailNc 0049 - LShoulderN 004A - LShoulderJ 003E - LFingerN 0056 - LShoulderNb 001A - NeckN 0012 - HatN 0014 - HaveN 0023 - LMimiN 0035 - LMimiNb 0020 - MouthN 0021 - ThrowN
that's all 48 bones
what interested me was ID 0004 was Pika's entire right side... I took that as evidence that his right side was copied from his left side... (only way I could think of that they would have the same ID)
so I have a suspicion that the ID's will tell a bit about how the MDL0 was created
I'm starting to think though that the ID's are only editor data, not wii data (just like the data headers that arn't really used for much)
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« Reply #16 on: October 21, 2011, 02:38:36 PM » |
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ok so, I've just printed off Pika's shadow model... (just to have another MDL0 to work with)
I can't believe how many less pages I've gotten to work with
FitPikachu00.mdl0 - 33 pages FitPikachuShd.mdl0 - 3 pages
anyways... I've already went through it a little and noticed the bones had quite a similar ID structure to the original
maybe the ID's do play a part in the wii data... IDK... I'll just have to look harder... =.=
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« Reply #17 on: October 21, 2011, 03:45:46 PM » |
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to be honest, I dont believe the group ID that are in relocation to "bones" :/
cause I have seen other Group IDs in PAT0 and SRT0 but there is no bones, just Texture and Material with texture :/ even small mdl0s with like 3 bones still has "1E" and "1C" ect in the relocation D:
but I might be on a different rail, maybe you meant something else xD
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Stupid Tinypic :C
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« Reply #18 on: October 24, 2011, 04:55:55 AM » |
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eh... It's not so much the bones...
The data structures are what intrigue me... eh heh
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« Reply #19 on: November 01, 2011, 04:37:24 PM » |
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rmbr when I talked about these:
00000B40 | 00 02 9B 68 00 00 7B 30 00 00 00 68 00 00 00 05 - ..›h..{0...h.... 00000B50 | FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 - ÿÿ.............. 00000B60 | 00 3D 00 00 00 00 00 05 00 02 9A CC 00 00 7C 78 - .=........šÌ..|x 00000B70 | 00 38 00 00 00 01 00 02 00 02 9A DC 00 01 7E B8 - .8........šÜ..~¸ 00000B80 | 00 39 00 00 00 02 00 04 00 02 9A EC 00 01 83 98 - .9........šì..ƒ˜ 00000B90 | 00 38 00 00 00 03 00 04 00 02 9A FC 00 01 88 78 - .8........šü..ˆx 00000BA0 | 00 3A 00 00 00 03 00 05 00 02 9B 0C 00 01 8D 18 - .:........›....
the reason for the added red part is I think this would best fit it: (havn't quite looked into it yet) >_>
typedef struct { void* headObject; // Pointer for the object linked to the head void* tailObject; // Pointer for the object linked to the end u16 numObjects; // Number of objects linked to the list u16 offset; // Offset for NNSFndLink type structure member
} MEMList; ^found in revolution/mem/List.H
it's the only closest thing I've found >_> but I'll keep looking in case there's something better <_<
EDIT: here's the function description: /*---------------------------------------------------------------------------* Name: MEMList
Description: Two-way link list structure *---------------------------------------------------------------------------*/
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« Last Edit: November 02, 2011, 07:36:12 AM by Tcll »
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