Reference

Contents

  1. Using the client
  2. Hex codes
  3. PP files Reference
Using the Client


Mouse controls

Over an object

  • Left-click + hold = Move body part
  • Right-click + hold = Rotate body part
  • Middle-click + hold = Rotate entire body
  • Left and right-click + hold on torso = Shift character, maintaining all joints
Not over an object
  • Left-click + hold = rotate the screen around you
  • Right-click + hold = zoom in/out
  • middle-click+hold = shift the screen
  • mouse wheel = zoom in/out by fixed intervals
Keyboard Controls
  • 4 = "Point camera to center" on/off (enables crosshair when moving camera)
  • 5 = "Show collision detection" on/off
  • F11 = Save screenshot as BMP in your data\cap folder
  • CTRL = Hold down to force camera movement even when the mousecursor is on an object
  • Q = Center camera on currently selected object (face)
  • W = Center camera on currently selected object (body)
  • E = Center camera on currently selected object (legs)
  • R = Reset camera
  • T = Animate camera rotation around currently selected object
  • A + right-click on torso = Lock, can only turn torso left
  • A + middle-click MOUSE on torso = Lock, can only turn body left/right
  • S + right-click on torso = Lock, can only lean torso left/right
  • S + middle-click on torso = Lock, can only lean body left/right
  • D + right-click on torso = Lock, can only lean torso back/forth
  • S + middle-click on torso = Lock, can only lean body left/right
  • F = Reset current object to default pose
  • N = Select next object in list
  • B = Select previous object in list
  • Z = Undo
  • . + DPad Up = Tilt camera to the left (+SHIFT = Tilt in steps)
  • - = Reset tilt
  • DPad Up, DPad Down = zoom in/out
  • DPad left, DPad right = shift camera left/right
  • Numpad 2 4 6 8 = rotate camera
  • Numpad 5 = reset camera
  • Ö (and Up) = Zoom in
  • Ä = Reset zoom
  • ' + Down = Zoom Out
Hex codes


Meshes - 16 bytes

Reference string: a-b-c-d-e-f-g-h-i-j-k-l-m-n-o-p
(a = 1st byte, b = 2nd byte, ... p = 16th byte)

a - transparency and effects.

00 and 02 are used for "solid" meshes (referring to texture)
04 and 06 are used for "lights" and "fire", when you need the brightness
08 and A0 are used for "shadows", when you need the darkness
4C and 4E are commonly used to hide transparent portions of the texture, and combined with the value 80 for byte 9, you can successfully see objects behind the transparent portions as you should.

b -
c - culling (back-face is invisible): 0 to enable, 1 to disable.
d -
e - not sure, but I've seen a few
f - Not sure, but I've seen a few
g -
h -
i - Deals with this
j -
k -
l -
m -
n -
o -
p -


Materials - 86 bytes
Textures


PP Files


mo_00_00_00.pp - All character models, first 15 items, includes botu models
mo_00_00_01.pp - animations
mo_00_00_02.pp - animations
mo_00_00_03.pp - animations
mo_00_00_04.pp - ptcl files
mo_00_00_05.pp - lst files that indicate what to load
  • mo00_00_00_00.lst - Character definition list
  • mo00_00_00_06.lst - which frames to load?
  • mo00_00_00_07.lst - which materials to load?
  • mo00_00_00_08.lst - Map definition list
mo_00_00_06.pp - character battle poses during battle scene
mo_00_00_07.pp - Map (stage) files. All xx, xa, xl, and other map related files here.
mo_00_00_08.pp - interface images, watermarks
mo_00_00_09.pp - wav sound files
mo_00_00_10.pp - wav sound files
mo_00_00_11.pp - wav sound files
mo_00_00_12.pp - wav sound files
mo_00_00_13.pp - wav sound files
mo_00_00_14.pp - wav sound files
mo_00_00_15.pp - wav sound files
mo_00_00_16.pp - wav sound files
mo_00_00_17.pp - wav sound files
mo_00_00_18.pp - wav sound files
mo_00_00_19.pp - wav sound files
mo_00_00_20.pp - Staff roll
mo_00_00_21.pp - lst files for sounds
mo_00_00_22.pp - lst files for sounds
mo_00_00_23.pp - OPR files
mo_00_00_24.pp - OPR files
mo_00_00_25.pp - OPR files
mo_00_00_26.pp - OPR files
mo_00_00_27.pp - OPR files
mo_00_00_28.pp - OPR files
mo_00_00_29.pp - OPR files
mo_00_00_30.pp - OPR files
mo_00_00_31.pp - OPR files
mo_00_00_32.pp - OPR files
mo_00_00_33.pp - OPR file
mo_00_00_34.pp - OPR files
mo_00_00_35.pp - Botu files
mo_00_00_36.pp - Custom colors images
mo_00_00_37.pp - custom items and item definition list

Character Codes

de Ruidia
el Eclair
km Viara
ky Mimasu
mo Saga
ms Enis
st  Sefi
yu Rupisuto
sh Tentacle Weapon
ch Kandata Boss
uk Uncle Oak

Bone reference

http://xtsukihime.blogspot.com/2011/05/bone-reference.html

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