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HOB format: remaining unknown fields #10
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I wrote a Python parser using A nice feature of Using this parser (and manual work with a hex editor), some interesting things I've noticed:
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I agree with the notes here, though I am focusing on the N64 version, which are similar (though not 100% identical), they match my investigation. I don't think it's extra 8 offset - it matches num indexes of 16-bits. At least on N64, it also pads some sections to 4, so that explains often times extra 0000s. And there are more to these bitflags for face flags. Still investigating, but parsing is definitely more going on than what is currently identified. For example, separate vertex colors can be on (and include colors), with vertex colors off. Are either of you still looking into this? I was thinking of looking into this some more. |
Go for it! I haven't touched this for four years. |
Separate vertexes and has UVs are always true flags, at end. Has color seems to be incorrectly identified, and all faces either have separate vertex flag on, or single vertex if it's off. So the only confirmed flags to me are: The real issue seems to be in determining the extra indexes, which I assume are normals (but didn't fully confirm). There is a flag, as you note, but it's only for sure used if face flags & 0x00000060. Otherwise, some are always off, some are on or off, with same face flags. Something determines it, outside of face I presume, just have been really unable to figure it out sadly (examples 000002BE, 0000023E, tat_sun.HOB, ywing.HOB). I suppose it's possible has to do with the material associated with a face, haven't checked that out too much; isn't anything else in the single group/face, as far as I can tell. |
Starting a thread for findings on the remaining unknown fields in the HOB format.
dbg/dbg_HOB
is very useful since it is a small file with only 3 simple objects. (#9 brings it into the model_viewer)With reference to https://github.com/dpethes/rerogue/blob/master/doc/file_hob_spec.txt
These ints seem to maybe be offsets, but to/from what?
I am pretty sure these last 6 floats are bounding box corners (x_min, y_min, z_min) (x_max, y_max, z_max)
I think the 4th byte in each vertex is just padding? Is it ever anything except 0?
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