![]() seek( 0x4, NOESEEK_REL) # LBA XX_BTX.SEQ (battle animations first one is actually XX_COM.SEQ)īs. ![]() seek( 0x2, NOESEEK_REL) # Target sphere position Yīs. seek( 0x2, NOESEEK_REL) # Shadow size decrease rateīs. seek( 0x2, NOESEEK_REL) # Shadow size increase rateīs. seek( 0x2, NOESEEK_REL) # Shadow radiusīs. seek( 0x2, NOESEEK_REL) # menu position Yīs. seek( 0圆, NOESEEK_REL) # collision size and height (shape is a cylinder)īs. Mdl = NoeModel( meshes, bones, anims, NMM)īs. NMM = NoeModelMaterials( textures, materials) Meshes = VSBuildModel( bones, groups, vertices, faces, textures, materials, idWeaponMaterial) ![]() Mat = NoeMaterial( "mat_" + str( i), textures. Textures = VSTexturesSection( bs, True, False, False) ![]() Vertices = VSVertexSection( bs, groups, VSbones)įaces = VSFacesSection( bs, numPoly, numGroups, numTri, numQuad, len( vertices), "WEP") Groups = VSGroupSection( bs, numGroups, VSbones) readUInt() + dec #relative pointer to texture section - $10 seek( 0x30, NOESEEK_REL) # Unknown (always zero) readUInt() + dec #pointer to texture - $10īs. #print("numBones : "+str(numBones)+" numGroups : "+str(numGroups)+" numTri : "+str(numTri)+" numQuad : "+str(numQuad)+" numFace : "+str(numFace)) NumBones, numGroups, numTri, numQuad, numFace = bs. setHandlerLoadRGBA( handle, VSLoadTIM)ĭef VSWEPParser( bs, idWeaponMaterial = 0): register( "Vagrant Story Zone Unit Datas", ".ZUD") register( "Vagrant Story Map Datas", ".MPD") register( "Vagrant Story Zone Datas", ".ZND") register( "Vagrant Story Mini Map", ".ARM") setHandlerLoadModel( handle, VSLoadSequence) register( "Vagrant Story Sequence", ".SEQ") setHandlerLoadModel( handle, VSLoadModel) setHandlerLoadModel( handle, VSLoadWeapon) setHandlerTypeCheck( handle, VSCheckType) register( "Vagrant Story Weapon", ".WEP") RegisterNoesisTypes Function VSCheckType Function VSNoCheck Function VSTIMCheck Function VSWEPParser Function VSLoadWeapon Function VSSHPParser Function VSLoadModel Function VSLoadSequence Function VSLoadARM Function VSLoadZND Function ZNDParser Class _init_ Function parse Function contains Function getTIM Function getMaterial Function VSLoadMPD Function VSLoadZUD Function VSLoadTIM Function VSBoneSection Function VSGroupSection Function VSVertexSection Function VSFacesSection Function VSTexturesSection Function VSBuildModel Function VSBone Class _init_ Function hydrate Function createTransBone Function linkToParent Function toNoeBone Function _repr_ Function VSGroup Class _init_ Function hydrate Function _repr_ Function VSVertex Class _init_ Function hydrate Function _repr_ Function VSFace Class _init_ Function default Function hydrate Function BrainStorm Function OpTri Function OpQuad Function _repr_ Function VSSimpleFace Class _init_ Function hydrate Function VSLine Class _init_ Function VSDoor Class _init_ Function hydrate Function VSARMRoom Class _init_ Function hydrate Function draw Function seekName Function build Function _repr_ Function FrameBuffer Class _init_ Function setPixel Function MDPGroup Class _init_ Function hydrate Function contains Function getMesh Function MDPFace Class _init_ Function hydrate Function build Function VSEnemy Class _init_ Function _repr_ Function hydrate Function VSTIM Class _init_ Function parse Function buildCLUT Function build Function MPDMesh Class _init_ Function addFace Function VSAnim Class _init_ Function hydrate Function getData Function readOpcode Function build Function quatFromAxisAnle Function rot13toRad Function color16to32 Function MDPToZND Function
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