IT3 files from Ys Memories of Celceta
Posted: Thu Aug 11, 2016 1:59 pm
Hello everyone.
I'm making a mod for the PC version of Ys Celceta, and it turns out I need to edit the vertex normals for solving some lighting issues.
There's the IT3 converter (http://www.pokanchan.jp/dokuwiki/_media ... 3cnv03.zip), that outputs to OBJ/Mtl , but there is no source code for that, besides that it doesn't output all the data. Of course, I am interested in the actual format specification, in order to make edits possible.
I know that the game's renderer uses the following vertex data structure for all 3D models, no matter if they're static or skinned.
Float4 Position;
Float4 Normal;
Float4 texCoords ;
Float4 diffuseColor;
Float4 specularColor;
Float4 boneWeight;
Float4 boneIndex;
Presumably,the IT3 format is based on RIFF, there are quite a few different sections (the game accounts for 45), but the vertex data seems to be in the VPA8 section.I have tried to reverse the loading code, but it's really convoluted,and I don't quite understand the data.It seems to be packed in some way.
Does anyone know how to tackle this one? I can give more details if needed.
Thanks.
I'm making a mod for the PC version of Ys Celceta, and it turns out I need to edit the vertex normals for solving some lighting issues.
There's the IT3 converter (http://www.pokanchan.jp/dokuwiki/_media ... 3cnv03.zip), that outputs to OBJ/Mtl , but there is no source code for that, besides that it doesn't output all the data. Of course, I am interested in the actual format specification, in order to make edits possible.
I know that the game's renderer uses the following vertex data structure for all 3D models, no matter if they're static or skinned.
Float4 Position;
Float4 Normal;
Float4 texCoords ;
Float4 diffuseColor;
Float4 specularColor;
Float4 boneWeight;
Float4 boneIndex;
Presumably,the IT3 format is based on RIFF, there are quite a few different sections (the game accounts for 45), but the vertex data seems to be in the VPA8 section.I have tried to reverse the loading code, but it's really convoluted,and I don't quite understand the data.It seems to be packed in some way.
Does anyone know how to tackle this one? I can give more details if needed.
Thanks.