I wasn't sure whether I should bother to post this here, because well, nothing of value ever really takes place here.
But what the hell, maybe you guys will surprise me.
So, I've been staring at Mabi's files in hex for a week now, and examining source/output of various converters, and this is what I have so far, on PMG files: (There's more, but I've literally only just finished typing the PMG section so far, which is by -FAR- the section I know most about)
I'll start with some basic grouping conventions that are applied in many of the formats, before going into specific detail on any of the formats:
All files formats start with some sort of definition in the first 3 bytes, take a look, you'll see what I mean. [Only registered and activated users can see links. Click Here To Register...]
Names take up at least 32 bytes usually. Some can take upto 128 bytes, and the client will probably expect it to be that way, but you can usually see quite easily what sizing format it's using (The relevant value is usually followed by a sea of zero bytes). This seems to be part of Devcat's cunning plan to be as inefficient as possible.
If you see 00 00 80 3F, you're in the Matrix. Well, A matrix. I fully recommend that you stop consuming whatever pills you're taking immediately.
Seriously though, these are usually Frame Transform Matrixes, you'll often find three 00 00 80 3F values in a matrix, punctuated by a number of 00 00 00 00 groups. These come in several flavours, 4 bytes x 16 groups being the most common, and most often a Frame Transform Matrix.
Basically, these tell the renderer how to size the object. The 80 3F is a floating point value of 1.0, so it means that it's treated as a 1:1 ratio.
Try altering these values for amusing results.
That's really all the non-specific things I can think of, and as I'll explain the files in detail (to the extent that I CAN), it's simply there for reference.
Don't fret if you just read that, and you're looking at your screen like "......O__o..?", It'll make sense in a bit.
So, to begin with, the file type I know most about:
PMG:
Before you start, download this: [Only registered and activated users can see links. Click Here To Register...]
The simpler version:
PMG related files:
[Only registered and activated users can see links. Click Here To Register...]
The point of this, is quite simple: Custom content.
Several private servers are in development, and with documented file formats, new monsters, pets, clothes, even new races, with their own frames, and working joints, could easily be created.
Also, feel free to PM me if you want to get involved in the project, or just post any contributions you might have.
But what the hell, maybe you guys will surprise me.
So, I've been staring at Mabi's files in hex for a week now, and examining source/output of various converters, and this is what I have so far, on PMG files: (There's more, but I've literally only just finished typing the PMG section so far, which is by -FAR- the section I know most about)
I'll start with some basic grouping conventions that are applied in many of the formats, before going into specific detail on any of the formats:
All files formats start with some sort of definition in the first 3 bytes, take a look, you'll see what I mean. [Only registered and activated users can see links. Click Here To Register...]
Names take up at least 32 bytes usually. Some can take upto 128 bytes, and the client will probably expect it to be that way, but you can usually see quite easily what sizing format it's using (The relevant value is usually followed by a sea of zero bytes). This seems to be part of Devcat's cunning plan to be as inefficient as possible.
If you see 00 00 80 3F, you're in the Matrix. Well, A matrix. I fully recommend that you stop consuming whatever pills you're taking immediately.
Seriously though, these are usually Frame Transform Matrixes, you'll often find three 00 00 80 3F values in a matrix, punctuated by a number of 00 00 00 00 groups. These come in several flavours, 4 bytes x 16 groups being the most common, and most often a Frame Transform Matrix.
Basically, these tell the renderer how to size the object. The 80 3F is a floating point value of 1.0, so it means that it's treated as a 1:1 ratio.
Try altering these values for amusing results.
That's really all the non-specific things I can think of, and as I'll explain the files in detail (to the extent that I CAN), it's simply there for reference.
Don't fret if you just read that, and you're looking at your screen like "......O__o..?", It'll make sense in a bit.
So, to begin with, the file type I know most about:
PMG:
Before you start, download this: [Only registered and activated users can see links. Click Here To Register...]
The simpler version:
PMG related files:
[Only registered and activated users can see links. Click Here To Register...]
The point of this, is quite simple: Custom content.
Several private servers are in development, and with documented file formats, new monsters, pets, clothes, even new races, with their own frames, and working joints, could easily be created.
Also, feel free to PM me if you want to get involved in the project, or just post any contributions you might have.