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Skin_Z
Chum World SKIN
ImZouna Skin_Z
This has an associated Data Class.
struct Skin_Z : Object_Z {
PascalArray<crc32_t> meshCRC32s;
// equals skinSections.size
std::uint32_t zero0;
// always 0
std::uint32_t zero1;
// always 0
std::uint32_t zero2;
// always 0
std::uint32_t zero3;
// always 0
float oneAndAHalf;
// always 1.5
std::uint32_t bone_names_count;
// always 21
PascalArray<struct SkinSection {
PascalArray<struct SkinSubsection {
crc32_t animationNodeName0;
crc32_t animationNodeName1;
crc32_t animationNodeName2;
crc32_t animationNodeName3;
crc32_t bone_names[bone_names_count];
}> skinSubsections;
}> skinSections;
// skinSections.size = meshCRC32s.size
};
//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//------------------------------------------------
struct Skin_Z
{
uint32 meshCRC32Count;
uint32 meshCRC32s[meshCRC32Count];
uint32 u0;
uint32 u1;
uint32 u2;
uint32 u3;
float oneAndAHalf;
uint32 dataCount;
uint32 skinSectionCount;
struct SkinSection
{
uint32 skinSubsectionCount;
struct SkinSubsection
{
uint32 vertexGroupCRC32;
uint32 unknown0;
uint32 unknown1;
uint32 unknown2;
uint32 data[dataCount];
} skinSubsections[skinSubsectionCount];
} skinSections[skinSectionCount] <optimize=false>;
} skin;
//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//------------------------------------------------
struct Skin_Z_Alt
{
uint32 meshCRC32Count;
uint32 meshCRC32s[meshCRC32Count];
uint32 u0;
uint32 u1;
byte u2;
float oneAndAHalf;
uint32 dataCount;
uint32 skinSectionCount;
struct SkinSection
{
uint32 skinSubsectionCount;
struct SkinSubsection
{
uint32 vertexGroupCRC32;
uint32 unknown0;
uint32 unknown1;
uint32 unknown2;
uint32 data[dataCount];
} skinSubsections[skinSubsectionCount];
} skinSections[skinSectionCount] <optimize=false>;
} skin;
For FMTK Users and Mod Developers
For FMTK Developers
Asobo BigFile Format Specification
Asobo Classes
Animation_Z
Binary_Z
Bitmap_Z
Camera_Z
CollisionVol_Z
Fonts_Z
GameObj_Z
GenWorld_Z
GwRoad_Z
Keyframer*_Z
Light_Z
LightData_Z
Lod_Z
LodData_Z
Material_Z
MaterialAnim_Z
MaterialObj_Z
Mesh_Z
MeshData_Z
Node_Z
Omni_Z
Particles_Z
ParticlesData_Z
RotShape_Z
RotShapeData_Z
Rtc_Z
Skel_Z
Skin_Z
Sound_Z
Spline_Z
SplineGraph_Z
Surface_Z
SurfaceDatas_Z
UserDefine_Z
Warp_Z
World_Z
WorldRef_Z
Asobo File Format Idioms
Asobo CRC32
Asobo LZ Compression
Asobo Arithmetic Coding Compression
Asobo Save Game File Format Specification
Asobo Audio Formats
TotemTech/ToonTech/Zouna/ACE/BSSTech/Opal Timeline
Zouna Modding Resources
Miscellaneous