BRSAR Header: 0x00(4) - RSAR ASCII 0x04(10)- A bunch of UNK values, lol 0x0E(2) - File count within archive 0x10(?) - BRSAR Relocation Group
BRSAR Relocation Group: 0x00(4) - Offset to file start (relative to start if BRSAR Header) 0x04(4) - Length of file This goes on for as long as the File Count
SYMB (SYM Bank?)
SYMB Header: 0x00(4) - SYMB ASCII 0x04(4) - File Length 0x08(4) - Offset to String Relocation Group (relative to 0x08 of SYMB Header) 0x0C(4) - Mask Offset (relative to 0x08 of SYMB Header) 0x10(4) - Mask Offset (relative to 0x08 of SYMB Header) 0x14(4) - Mask Offset (relative to 0x08 of SYMB Header) 0x18(4) - Mask Offset (relative to 0x08 of SYMB Header)
String Relocation Group: 0x00(4) - Entry count
String Relocation Group: Entries: 0x00(4) - Offset to String (relative to 0x08 of SYMB Header)
Mask: 0x00(4) - UNK 0x04(4) - Entry Count
Mask Entry 0x00(14)- UNK
INFO (INFO)
INFO Header: 0x00(4) - INFO ASCII 0x04(4) - File Length 0x08(8) - 01 then offset to Sound Header 0x10(8) - 01 then offset to Banks Relocation Group (relative to 0x08 in INFO Header) 0x18(8) - 01 then offset to Types Relocation Group (relative to 0x08 in INFO Header) 0x20(8) - 01 then offset to Collections Relocation Group (relative to 0x08 in INFO Header) 0x28(8) - 01 then offset to Group Relocation Group (relative to 0x08 in INFO Header) 0x30(8) - 01 then offset to UNK Header (relative to 0x08 in INFO Header) 0x38(?) - INFO Relocation Group 1
Sound Header: 0x00(4) - String ID 0x04(4) - Group ID 0x08(4) - 00 00 00 00 constant 0x0C(8) - 01 then offset to Sound UNK 1 (relative to 0x08 in INFO Header) 0x14(1) - Flag 1 0x15(1) - Flag 2 0x16(1) - Flag 3 0x17(1) - Flag 4 0x18(8) - 01 (then 03 ??) then offset to Sound UNK 2 (relative to0x08 in INFO Header) 0x20(4) - UNK 0x24(4) - UNK 0x28(4) - UNK
Collections UNK Relocation Group Entry: 0x00(1) - 01 0x01(7) - Offset to Collections UNK
Collections UNK: 0x00(4) - UNK 0x04(4) - UNK
Group Relocation Group: 0x00(4) - Entry count
Group Relocation Group Entries: 0x00(1) - 01 0x01(7) - Offset to Group Data (relative to 0x08 in INFO Header)
Group Data: 0x00(4) - ID 0x04(4) - FF FF FF FF constant 0x08(4) - UNK 0x0C(4) - UNK 0x10(4) - Offset to RWSD (relative to 0x00 in BRSAR Header) 0x14(4) - RWSD length 0x18(4) - Offset to Raw Data (relative to 0x00 in BRSAR Header) 0x1C(4) - Length of Raw Data 0x20(8) - 01 then offset to Group Data Relocation Group (relative to 0x08 in INFO Header)
Raw Data: Raw data
Group Data Relocation Group: 0x00(4) - Entry count
Group Data Relocation Group Entry: 0x00(1) - UNK (usually 01) 0x01(7) - Offset to Sound Group Header (relative to 0x08 in INFO Header)
Sound Group Header: 0x00(4) - Group ID 0x10(4) - 00 00 00 00 / Offset to RWSD (relative to RWSD offset) 0x14(4) - RWSD length 0x18(4) - 00 00 00 00 / Offset to Sound Data (relative to Sound Data offset) 0x1C(4) - Length of Sound Data
RWSD Header: 0x00(4) - RWSD ASCII 0x04(10)- A bunch of UNK values, lol 0x0E(2) - File count within archive 0x10(?) - RWSD Relocation Group
RWSD Relocation Group: 0x00(4) - Offset to file start (relative to start if RWSD Header) 0x04(4) - Length of file This goes on for as long as the File Count
DATA (DATA)
DATA Header: 0x00(4) - DATA ASCII 0x04(4) - Offset to WAVE (relativetostart of DATA Header) 0x08(?) - Additional Sound Header Offset Relocation Group
Additional Sound Header UNK 1 Relocation Group Entry: 0x00(1) - 01 0x01(7) - Offset to Additional Sound Header UNK 2 Relocation Group Offset (relative to 0x08 in DATA Header)
Current Features: - Import all vertex groups in 1 go - Support for all characters
Next Release Features:
Complete: - Import all vertex groups in 1 go - Support for all characters In Progress: - Auto patcher (This may take some time people, but I haven't forgotten) - All vertex formats supported (Yes, item and stage vertex editing) Not Done: - Normal group import - UV group import
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Readme:
Quote from: Readme
VILE's Vertex Box
1. Convert any MDL0 you want with AiS. 2. Save as "original.obj" in the same directory as VVBox. 3. Edit original.obj however you please and save as "new.obj" in the same directory. 4. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0" 5. Run VVBox. 6. Your vertex hack will be named "new.mdl0" (you may have to convert this file and repeat the process to patch it).
Change List:
V0.2 - Support for all characters and no removal of objects (polygons) necessary.
V0.1 - OBJ to MDL0 vertex conversion for some characters.
I was thinking, most of those files wouldn't have just been left there for no reason, maybe they are used somehow. Like with the ef_*** files, i heard someone say a while ago one of ikes graphics could be used globally, so maybe, those ef files are all loaded during a match?