the issue being is that the characters seem to have a different format other than the level files. its still supposed to be a different version of directx.
Maybe im wrong.....
But it looks about right....
Code: Select all
xof 0303txt 0032
template XSkinMeshHeader {
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
WORD nMaxSkinWeightsPerVertex;
WORD nMaxSkinWeightsPerFace;
WORD nBones;
}
template VertexDuplicationIndices {
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>
DWORD nIndices;
DWORD nOriginalVertices;
array DWORD indices[nIndices];
}
template SkinWeights {
<6f0d123b-bad2-4167-a0d0-80224f25fabb>
STRING transformNodeName;
DWORD nWeights;
array DWORD vertexIndices[nWeights];
array FLOAT weights[nWeights];
Matrix4x4 matrixOffset;
}
template Camera {
<1228c381-9a21-41a5-93d1-591c17fdea86>
Vector Position;
Vector Direction;
FLOAT FovY;
}
template Light {
<a83aa5c3-b69d-4af5-9a20-af23bf545d9c>
DWORD Type;
ColorRGBA Diffuse;
ColorRGBA Specular;
ColorRGBA Ambient;
Vector Position;
Vector Direction;
FLOAT Range;
FLOAT Falloff;
FLOAT Attenuation0;
FLOAT Attenuation1;
FLOAT Attenuation2;
FLOAT Theta;
FLOAT Phi;
}
template SilentLight {
<28448950-847d-4d15-8d82-707d0fd0d7f4>
DWORD Type;
ColorRGBA Color;
Vector Position;
Vector Direction;
FLOAT RangeNear;
FLOAT RangeFar;
FLOAT ConeInside;
FLOAT ConeOutside;
DWORD Shadow;
}
Frame _V__________g {
FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
}
Frame Dum_numb_acid {
FrameTransformMatrix {
1.000000,-0.000000,-0.000000,0.000000,0.000000,1.000000,-0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,-0.000000,0.000000,0.000000,1.000000;;
}
Frame numb_acid {
FrameTransformMatrix {
-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,-0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
}
Frame {
FrameTransformMatrix {
-1.000000,0.000000,0.000000,0.000000,0.000000,-0.000000,1.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
}
Mesh {
4;
-0.062039;-0.000001;-0.061564;,
0.062039;0.000000;-0.061564;,
-0.062039;-0.000000;0.061564;,
0.062039;0.000001;0.061564;;
2;
3;0,3,1;,
3;3,0,2;;
MeshNormals {
4;
-0.000009;1.000000;-0.000002;,
-0.000009;1.000000;-0.000002;,
-0.000009;1.000000;-0.000002;,
-0.000009;1.000000;-0.000002;;
2;
3;0,3,1;,
3;3,0,2;;
}
MeshTextureCoords {
4;
0.000000;1.000000;,
1.000000;1.000000;,
0.000000;0.000000;,
1.000000;0.000000;;
}
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
9.999999;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
"tx_numbody_sp.dds";
}
}
}
}
}
}
}
}
AnimationSet {
Animation {
AnimationKey {
4;
2;
0;16;1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;,
1760;16;1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;;
}
{ _V__________g }
}
Animation {
AnimationKey {
4;
2;
0;16;-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,-0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;,
1760;16;-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,-0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;;
}
{ numb_acid }
}
}