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fix: 3dc should parse tga#65

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matigramirez:mainfrom
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fix: 3dc should parse tga#65
aosyatnik wants to merge 1 commit into
matigramirez:mainfrom
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@aosyatnik

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While working on parsing animations in Unity I found, that some monster models have TGA information stored in 3dc file.
For example mob_rend_01_a.3DC hex is:
image
Where you can clearly see, that the first int is length of the followed by text Mob_Rend_01.TGA. My assumption: old 3ds files used to store icon, but then developers refused this idea.

@matigramirez

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That's an interesting finding. I have a couple of questions:

  • Which client did you find these kind of files in?
  • How many files with this structure did you find?
  • Did you check if the client loads them or throws an error?

I've found similar inconsistencies in other file formats but, as a rule of thumb, I've only added them to the library when the game client's serialization logic also parses them. This is because the game carries over structures from previous work from the original development team and many faulty assets were wrongfully added to the data files and remained unused.

@aosyatnik

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Which client did you find these kind of files in?

I found it first in shaiya-us-ps0107(ep 5) and also confirmed, that it's present in shaiya-ga-ps0032(ep 8).

How many files with this structure did you find?

Only Mob_Rend_0x_x.3dc (8 items). They are presented as 199 - 205 models in ep 5.
image

Which are all "Lader" Mobs (11 items), btw they rendered correctly by shStudio.
image

Did you check if the client loads them or throws an error?

I couldn't text with ps0107(I do not have any running ep5 server right now). But ps0032 loads them correctly:
image

In fact, you are right, maybe we should not add this fix just because of 2 monster models. But leave it up to you. If I find any other 3dc files with the same structure(I have not checked npc yet), I'll write here.

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