This thread enable us to research on how to implement an existing animation through hex edit of .SKA file remember this is a trial and error basis. Though as a special request I want to invite XVicious to guide me on this research; especially on hex reversing. PC_Human_Male.SKA 01 01 02 00 44 74 02 00 01 00 00 00 1D 00 FF FF BD BD 0A 3F 65 6B 5D 42 24 B5 03 unarmed_unarmed_walk ;not drunk NPC_Elmo.SKA 01 01 02 00 2C 0B 02 00 01 00 00 00 33 00 FF FF 59 E7 73 3F 17 E7 FB 41 2C 32 03 unarmed_unarmed_walk ;drunk Note that they are in the same BLOCK 2790, meaning to say, there's only a bit of difference in there. Also note that they use the same unarmed_unarmed_walk.mae. ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Format _walk 01 01 02 00 ?? ?? ?? 00 01 00 00 00 ?? 00 FF FF ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? _run 01 01 02 00 ?? ?? ?? 00 01 00 00 00 ?? 00 FF FF ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? NOTE red corresponds to the weapon type used NOTE white corresponds to [still unknown] NOTE yellow corresponds to the animation used Model Animation - Weapon 15; _run all weapon animation 1D; _walk greatsword_greatsword_ spear_spear_ staff_staff_ polearm_polearm_ bow_bow_ crossbow_crossbow_ sling_sling_ 2Hflail_2Hflail_ 33; _walk unarmed_unarmed_ unarmed_dagger_ unarmed_sword_ unarmed_shield_ dagger_unarmed_ dagger_dagger_ dagger_sword_ dagger_shield_ sword_unarmed_ sword_dagger_ sword_sword_ sword_shield_ Weapon Animation 00 sling_sling_ 2Hflail_2Hflail_ 01 unarmed_dagger_ unarmed_sword_ unarmed_shield_ dagger_unarmed_ dagger_dagger_ dagger_sword_ dagger_shield_ sword_unarmed_ sword_dagger_ sword_sword_ sword_shield_ greatsword_greatsword_ spear_spear_ staff_staff_ polearm_polearm_ bow_bow_ crossbow_crossbow_ 02 unarmed_unarmed_ ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Here's the link for hex editor web
OK you got my attention Zoltec I pulling out some hex tools now...one moment what I see here in the SKA is all the Bones and weights defined the same way as the SKM (I had too shorten this alot) using this as a reference it says 91 bones at offset 24 ending at offset 9124 (dec) I think it aslo state's here that there are 684 of these tags or actions that follow them at offset 9124 (dec) is exactly where the animation tags begin edit: By the Numbers: you could confirm this too maybe, is what I saw there was the animation tag data block is 236 bytes long per block ( 236 multiplied by 684 ) + the offset 9124 = 170548 base 10 if you look down there you see at offset the start of the event tags ? you see tag for event (11) as "action" So just a thought, I think those numbers that you are thinking "unknown" these could be actual bone orientation floating points numbers for X,Y,Z Im not going to explain to you how to convert hex into floats, to get the real number equalivant what I will tell you is that these look too be 4 bytes in size per float (I could be wrong though , Im only guessing A real number is a sly way of saying a number that has a decimal place. algebraic number i.e. pi = 3.143 or -1.001 so when you compaired the Elmo SKA and the regular Human PC SKA you noticed a difference in the orientation of the model perhaps that would be correct, and that they should be different, because one is walking drunk and disorientated, thee other is walking straight. So you made a good choice for animations to compare here SKA FILE for human male left bar decimal address by byte (a.k.a. base 10) right bar readable text via (simple alpha) ascii Code: 00000: 5B 00 00 00 18 00 00 00 00 00 00 00 A4 23 00 00 |[............#.. 00016: AC 02 00 00 A4 23 00 00 00 00 FF FF 42 69 70 30 |.....#......Bip0 00032: 31 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |1............... 00048: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00064: 00 00 00 00 00 00 00 00 00 00 00 00 FB FF 7F 3F |...............? 00080: 02 00 80 3F 01 00 80 3F 00 00 00 00 86 A9 98 BE |...?...?........ 00096: DC 85 16 BF 2A 9C 1D BF E3 02 DD 3E 00 00 00 00 |....*......>.... 00112: 8E 0D 09 42 00 00 00 00 00 00 00 00 00 00 00 00 |...B............ 00128: 42 69 70 30 31 20 46 6F 6F 74 73 74 65 70 73 00 |Bip01 Footsteps. 00144: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00160: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00176: 03 00 80 3F FA FF 7F 3F 01 00 80 3F 00 00 00 00 |...?...?...?.... 00192: 23 52 C1 BD A1 5C A0 BC 05 E2 59 3F 11 1D 04 3F |#R...\....Y?...? 00208: 04 C9 C4 40 28 7C 0B C0 E7 75 05 C2 00 00 00 00 |...@(|...u...... 00224: 00 00 00 00 42 69 70 30 31 20 50 65 6C 76 69 73 |....Bip01 Pelvis 00240: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00256: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00272: 00 00 00 00 01 00 80 3F 00 00 80 3F 01 00 80 3F |.......?...?...? 00288: 00 00 00 00 D9 36 02 BF E2 36 02 BF 47 7E FB BE |.....6...6..G~.. 00304: 58 7E FB 3E 00 00 00 80 00 00 00 80 BD 37 86 35 |X~.>.........7.5 00320: 00 00 00 00 00 00 02 00 42 69 70 30 31 20 53 70 |........Bip01 Sp 00336: 69 6E 65 00 00 00 00 00 00 00 00 00 00 00 00 00 |ine............. 00352: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00368: 00 00 00 00 00 00 00 00 04 00 80 3F 02 00 80 3F |...........?...? 00384: 00 00 80 3F 00 00 00 00 19 7B 24 BE F8 8C 1E BD |...?.....{$..... offset 9124 Code: 09120: 00 00 00 00 75 6E 61 72 6D 65 64 5F 75 6E 61 72 |....unarmed_unar 09136: 6D 65 64 5F 72 74 75 72 6E 00 00 00 00 00 00 00 |med_rturn....... 09152: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09168: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09184: 00 00 00 00 02 01 00 00 90 76 02 00 01 00 00 00 |.........v...... 09200: 1A 00 FF FF DC A5 FE 40 3B 46 71 40 E2 60 03 00 |.......@;Fq@.`.. 09216: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09232: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09248: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09264: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09280: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09296: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09312: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09328: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09344: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 09360: 75 6E 61 72 6D 65 64 5F 75 6E 61 72 6D 65 64 5F |unarmed_unarmed_ the first action I see is here Code: 170544: 00 00 00 00 0B 00 61 63 74 69 6F 6E 00 00 00 00 |......action.... 170560: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170576: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170592: 00 00 00 00 00 00 42 69 70 30 31 00 00 00 00 00 |......Bip01..... 170608: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170624: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170640: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170656: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170672: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170688: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 170704: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ I hope this is helping.
Ok. Let's say in block 9590 of NPC_Elmo.SKA I changed its value to 9662 which is the flurry one i.e. 04 00 04 D4 00 00 01 00 00 00 2E 00 FF FF 00 00 F0 41 00 00 00 00 60 17 18. It works in-game but can't render the animation, elmo is not moving while attacking... So to say it's not reading the animation... even its changed... Also V2Brute seems to crash too when loading the animation of unarmed_unarmed_rattack... which I changed...
I think you changing animation name tag inside SKA is not the way to do that it could be, but I also notice the animation scripts inside the txt file example human male txt I would say insted of trying to change the tag referenced , try changing only the data, swapping it for the one your trying to change. my guess is that it is linked together in more then one file so when it parses the SKA, its also parsing some other data for same tag in another thread. like the SKM and the mae referenced in the text. I would also guess that the data block is referencing an offset that points to the animation data block inside the SKA but near the end of the file. after all the name tags and actions are named (a.k.a. events). I believe the name tags reference the actions blocks possibly then the actions reference the animation block, and then the TOEE anima engine is changing the data origin from the SKM using the anima data block as a indexed reference based on bones and weights . the actions I see have also laced in scripts for python for particles and sounds, or other mislaneous translations. a good example of that would be the script python ref for foot step, this would mean when the data reaches that point it creates the sound for the foot step I would guess + any rules the incorprate it being a step through python, talking to TOee rules engine. edit: ----------------------------------------- So I would conclude changing the script inside the text file would be the best way to change the animation, using the original data. if you are looking to swap animations, I would suggest the simplest solution, use the elmo ska with the PC human, or try swapping only the data and not the tag references. (shortend) text file Code: skeleton "Unarmed_Unarmed_combatidle.mae" { quality 0.05 } animation "unarmed_unarmed_rturn" "unarmed_unarmed_rturn.mae" { loopable angle 180 } animation "unarmed_unarmed_lturn" "unarmed_unarmed_lturn.mae" { loopable angle -180 } animation "unarmed_unarmed_rattack" "unarmed_unarmed_rattack.mae" { event 11 "action" "Bip01" } animation "unarmed_unarmed_lattack" "unarmed_unarmed_lattack.mae" { event 10 "action" "Bip01" } animation "unarmed_unarmed_walk" "unarmed_unarmed_walk.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 21 "script" "anim_obj.footstep()" } animation "unarmed_unarmed_run" "unarmed_unarmed_run.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 17 "script" "anim_obj.footstep()" } animation "unarmed_unarmed_idle" "unarmed_unarmed_idle.mae" { loopable } animation "unarmed_unarmed_fhit" "unarmed_unarmed_fhit.mae" animation "unarmed_unarmed_lhit" "unarmed_unarmed_lhit.mae" animation "unarmed_unarmed_rhit" "unarmed_unarmed_rhit.mae" animation "unarmed_unarmed_bhit" "unarmed_unarmed_bhit.mae" animation "unarmed_unarmed_rcriticalswing" "unarmed_unarmed_rattack.mae" { event 11 "action" "Bip01" } animation "unarmed_unarmed_lcriticalswing" "unarmed_unarmed_lattack.mae" { event 10 "action" "Bip01" } animation "unarmed_unarmed_fidget" "unarmed_unarmed_fidget.mae" animation "unarmed_unarmed_fidget2" "unarmed_unarmed_fidget.mae" animation "unarmed_unarmed_fidget3" "unarmed_unarmed_fidget3.mae" animation "unarmed_unarmed_sneak" "unarmed_unarmed_sneak.mae" { loopable distance "Bip01" } animation "unarmed_unarmed_panic" "unarmed_unarmed_panic.mae" { loopable } animation "unarmed_unarmed_rcombatstart" "unarmed_unarmed_rcombatstart.mae" animation "unarmed_unarmed_lcombatstart" "unarmed_unarmed_rcombatstart.mae" animation "unarmed_unarmed_combatidle" "unarmed_unarmed_combatidle.mae" { loopable } animation "unarmed_unarmed_combatfidget" "unarmed_unarmed_combatfidget.mae" animation "unarmed_unarmed_special1" "unarmed_unarmed_special1.mae" animation "unarmed_unarmed_special2" "unarmed_unarmed_special2.mae" animation "unarmed_unarmed_special3" "unarmed_unarmed_special3.mae" animation "unarmed_unarmed_fdodge" "unarmed_unarmed_fdodge.mae" animation "unarmed_unarmed_rdodge" "unarmed_unarmed_rdodge.mae" animation "unarmed_unarmed_ldodge" "unarmed_unarmed_ldodge.mae" animation "unarmed_unarmed_bdodge" "unarmed_unarmed_bdodge.mae" animation "unarmed_unarmed_rthrow" "rthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_unarmed_lthrow" "lthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_unarmed_lsnatch" "unarmed_unarmed_lsnatch.mae" animation "unarmed_unarmed_rsnatch" "unarmed_unarmed_rsnatch.mae" animation "unarmed_dagger_rturn" "unarmed_unarmed_rturn.mae" { loopable angle 180 } animation "unarmed_dagger_lturn" "unarmed_unarmed_lturn.mae" { loopable angle -180 } animation "unarmed_dagger_rattack" "unarmed_sword_rattack.mae" { event 12 "action" "Bip01" } animation "unarmed_dagger_lattack" "dagger_dagger_lattack.mae" { event 14 "action" "Bip01" } animation "unarmed_dagger_walk" "unarmed_sword_walk.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 21 "script" "anim_obj.footstep()" } animation "unarmed_dagger_run" "unarmed_sword_run.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 17 "script" "anim_obj.footstep()" } animation "unarmed_dagger_idle" "unarmed_dagger_idle.mae" { loopable } animation "unarmed_dagger_fhit" "sword_sword_fhit.mae" animation "unarmed_dagger_lhit" "sword_sword_lhit.mae" animation "unarmed_dagger_rhit" "sword_sword_rhit.mae" animation "unarmed_dagger_bhit" "sword_sword_bhit.mae" animation "unarmed_dagger_rcriticalswing" "dagger_dagger_lattack.mae" { event 14 "action" "Bip01" } animation "unarmed_dagger_lcriticalswing" "dagger_dagger_lattack.mae" { event 14 "action" "Bip01" } animation "unarmed_dagger_fidget" "Dagger_dagger_fidget.mae" animation "unarmed_dagger_fidget2" "unarmed_dagger_fidget2.mae" animation "unarmed_dagger_sneak" "bow_bow_sneak.mae" { loopable distance "Bip01" } animation "unarmed_dagger_panic" "unarmed_dagger_panic.mae" { loopable } animation "unarmed_dagger_rcombatstart" "unarmed_dagger_rcombatstart.mae" animation "unarmed_dagger_lcombatstart" "unarmed_dagger_lcombatstart.mae" animation "unarmed_dagger_combatidle" "sword_sword_combatidle.mae" { loopable } animation "unarmed_dagger_combatfidget" "sword_sword_combatfidget.mae" animation "unarmed_dagger_special1" "unarmed_dagger_special1.mae" animation "unarmed_dagger_special2" "unarmed_dagger_special2.mae" animation "unarmed_dagger_special3" "unarmed_dagger_special3.mae" animation "unarmed_dagger_fdodge" "sword_sword_fdodge.mae" animation "unarmed_dagger_rdodge" "sword_sword_rdodge.mae" animation "unarmed_dagger_ldodge" "sword_sword_ldodge.mae" animation "unarmed_dagger_bdodge" "sword_sword_bdodge.mae" animation "unarmed_dagger_rthrow" "rthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_dagger_lthrow" "lthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_dagger_lsnatch" "unarmed_dagger_lsnatch.mae" animation "unarmed_dagger_rsnatch" "unarmed_dagger_rsnatch.mae" animation "unarmed_sword_rturn" "unarmed_unarmed_rturn.mae" { loopable angle 180 } animation "unarmed_sword_lturn" "unarmed_unarmed_lturn.mae" { loopable angle -180 } animation "unarmed_sword_rattack" "unarmed_sword_rattack.mae" { event 12 "action" "Bip01" } animation "unarmed_sword_lattack" "sword_sword_lattack.mae" { event 9 "action" "Bip01" } animation "unarmed_sword_walk" "unarmed_sword_walk.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 21 "script" "anim_obj.footstep()" } animation "unarmed_sword_run" "unarmed_sword_run.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 17 "script" "anim_obj.footstep()" } animation "unarmed_sword_idle" "unarmed_dagger_idle.mae" { loopable } animation "unarmed_sword_fhit" "sword_sword_fhit.mae" animation "unarmed_sword_lhit" "sword_sword_lhit.mae" animation "unarmed_sword_rhit" "sword_sword_rhit.mae" animation "unarmed_sword_bhit" "sword_sword_bhit.mae" animation "unarmed_sword_rcriticalswing" "unarmed_sword_rattack.mae" { event 12 "action" "Bip01" } animation "unarmed_sword_lcriticalswing" "sword_sword_lattack.mae" { event 10 "action" "Bip01" } animation "unarmed_sword_fidget" "unarmed_dagger_fidget.mae" animation "unarmed_sword_sneak" "bow_bow_sneak.mae" { loopable distance "Bip01" } animation "unarmed_sword_panic" "unarmed_shield_panic.mae" { loopable } animation "unarmed_sword_rcombatstart" "unarmed_sword_rcombatstart.mae" animation "unarmed_sword_lcombatstart" "unarmed_sword_rcombatstart.mae" animation "unarmed_sword_combatidle" "sword_sword_combatidle.mae" { loopable } animation "unarmed_sword_combatfidget" "unarmed_sword_combatfidget.mae" animation "unarmed_sword_special1" "unarmed_sword_special1.mae" animation "unarmed_sword_special2" "unarmed_sword_special2.mae" animation "unarmed_sword_special3" "unarmed_sword_special3.mae" animation "unarmed_sword_fdodge" "sword_sword_fdodge.mae" animation "unarmed_sword_rdodge" "sword_sword_rdodge.mae" animation "unarmed_sword_ldodge" "sword_sword_ldodge.mae" animation "unarmed_sword_bdodge" "sword_sword_bdodge.mae" animation "unarmed_sword_rthrow" "rthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_sword_lthrow" "lthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_sword_lsnatch" "unarmed_sword_lsnatch.mae" animation "unarmed_sword_rsnatch" "unarmed_sword_rsnatch.mae" animation "unarmed_shield_rturn" "unarmed_unarmed_rturn.mae" { loopable angle 180 } animation "unarmed_shield_lturn" "unarmed_unarmed_lturn.mae" { loopable angle -180 } animation "unarmed_shield_rattack" "unarmed_sword_rattack.mae" { event 12 "action" "Bip01" } animation "unarmed_shield_lattack" "unarmed_shield_lattack.mae" { event 12 "action" "Bip01" } animation "unarmed_shield_walk" "unarmed_sword_walk.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 21 "script" "anim_obj.footstep()" } animation "unarmed_shield_run" "unarmed_sword_run.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 17 "script" "anim_obj.footstep()" } animation "unarmed_shield_idle" "unarmed_dagger_idle.mae" { loopable } animation "unarmed_shield_fhit" "sword_sword_fhit.mae" animation "unarmed_shield_lhit" "sword_sword_lhit.mae" animation "unarmed_shield_rhit" "sword_sword_rhit.mae" animation "unarmed_shield_bhit" "sword_sword_bhit.mae" animation "unarmed_shield_rcriticalswing" "unarmed_sword_rattack.mae" { event 12 "action" "Bip01" } animation "unarmed_shield_lcriticalswing" "unarmed_shield_lattack.mae" { event 12 "action" "Bip01" } animation "unarmed_shield_fidget" "unarmed_dagger_fidget.mae" animation "unarmed_shield_sneak" "bow_bow_sneak.mae" { loopable distance "Bip01" } animation "unarmed_shield_panic" "unarmed_shield_panic.mae" { loopable } animation "unarmed_shield_rcombatstart" "unarmed_shield_rcombatstart.mae" animation "unarmed_shield_lcombatstart" "unarmed_shield_lcombatstart.mae" animation "unarmed_shield_combatidle" "sword_sword_combatidle.mae" { loopable } animation "unarmed_shield_combatfidget" "sword_sword_combatfidget.mae" animation "unarmed_shield_special1" "unarmed_shield_special1.mae" animation "unarmed_shield_special2" "unarmed_shield_special2.mae" animation "unarmed_shield_special3" "unarmed_shield_special3.mae" animation "unarmed_shield_fdodge" "sword_sword_fdodge.mae" animation "unarmed_shield_rdodge" "sword_sword_rdodge.mae" animation "unarmed_shield_ldodge" "sword_sword_ldodge.mae" animation "unarmed_shield_bdodge" "sword_sword_bdodge.mae" animation "unarmed_shield_rthrow" "rthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_shield_lthrow" "lthrow.mae" { event 12 "action" "Bip01" } animation "unarmed_shield_lsnatch" "unarmed_shield_lsnatch.mae" animation "unarmed_shield_rsnatch" "unarmed_shield_rsnatch.mae" animation "dagger_unarmed_rturn" "unarmed_unarmed_rturn.mae" { loopable angle 180 } animation "dagger_unarmed_lturn" "unarmed_unarmed_lturn.mae" { loopable angle -180 } animation "dagger_unarmed_rattack" "dagger_unarmed_rattack.mae" { event 12 "action" "Bip01" } animation "dagger_unarmed_lattack" "sword_unarmed_lattack.mae" { event 11 "action" "Bip01" } animation "dagger_unarmed_walk" "sword_unarmed_walk.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 21 "script" "anim_obj.footstep()" } animation "dagger_unarmed_run" "sword_unarmed_run.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 17 "script" "anim_obj.footstep()" } animation "dagger_unarmed_idle" "sword_unarmed_idle.mae" { loopable } animation "dagger_unarmed_fhit" "sword_sword_fhit.mae" animation "dagger_unarmed_lhit" "sword_sword_lhit.mae" animation "dagger_unarmed_rhit" "sword_sword_rhit.mae" animation "dagger_unarmed_bhit" "sword_sword_bhit.mae" animation "dagger_unarmed_rcriticalswing" "dagger_unarmed_rattack.mae" { event 12 "action" "Bip01" } animation "dagger_unarmed_lcriticalswing" "dagger_unarmed_rattack.mae" { event 12 "action" "Bip01" } animation "dagger_unarmed_fidget" "Dagger_unarmed_fidget.mae" animation "dagger_unarmed_fidget2" "Dagger_dagger_fidget.mae" animation "dagger_unarmed_sneak" "bow_bow_sneak.mae" { loopable distance "Bip01" } animation "dagger_unarmed_panic" "dagger_unarmed_panic.mae" { loopable } animation "dagger_unarmed_rcombatstart" "dagger_unarmed_rcombatstart.mae" animation "dagger_unarmed_lcombatstart" "dagger_unarmed_lcombatstart.mae" animation "dagger_unarmed_combatidle" "sword_sword_combatidle.mae" { loopable } animation "dagger_unarmed_combatfidget" "sword_sword_combatfidget.mae" animation "dagger_unarmed_special1" "dagger_unarmed_special1.mae" animation "dagger_unarmed_special2" "dagger_unarmed_special2.mae" animation "dagger_unarmed_special3" "dagger_unarmed_special3.mae" animation "dagger_unarmed_fdodge" "sword_sword_fdodge.mae" animation "dagger_unarmed_rdodge" "sword_sword_rdodge.mae" animation "dagger_unarmed_ldodge" "sword_sword_ldodge.mae" animation "dagger_unarmed_bdodge" "sword_sword_bdodge.mae" animation "dagger_unarmed_rthrow" "rthrow.mae" { event 12 "action" "Bip01" } animation "dagger_unarmed_lthrow" "lthrow.mae" { event 12 "action" "Bip01" } animation "dagger_unarmed_lsnatch" "dagger_unarmed_lsnatch.mae" animation "dagger_unarmed_rsnatch" "dagger_unarmed_rsnatch.mae" animation "dagger_dagger_rturn" "unarmed_unarmed_rturn.mae" { loopable angle 180 } animation "dagger_dagger_lturn" "unarmed_unarmed_lturn.mae" { loopable angle -180 } animation "dagger_dagger_rattack" "dagger_unarmed_rattack.mae" { event 12 "action" "Bip01" } animation "dagger_dagger_lattack" "dagger_dagger_lattack.mae" { event 14 "action" "Bip01" } animation "dagger_dagger_walk" "sword_sword_walk.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 21 "script" "anim_obj.footstep()" } animation "dagger_dagger_run" "sword_sword_run.mae" { loopable distance "Bip01" event 7 "script" "anim_obj.footstep()" event 17 "script" "anim_obj.footstep()" } animation "dagger_dagger_idle" "sword_sword_idle.mae" { loopable } animation "dagger_dagger_fhit" "sword_sword_fhit.mae" animation "dagger_dagger_lhit" "sword_sword_lhit.mae" animation "dagger_dagger_rhit" "sword_sword_rhit.mae" animation "dagger_dagger_bhit" "sword_sword_bhit.mae" animation "dagger_dagger_rcriticalswing" "dagger_dagger_rcriticalswing.mae" { event 23 "action" "Bip01" } animation "dagger_dagger_lcriticalswing" "dagger_dagger_rcriticalswing.mae" { event 23 "action" "Bip01" } animation "dagger_dagger_fidget" "Dagger_dagger_fidget2.mae" animation "dagger_dagger_fidget2" "Dagger_dagger_fidget.mae" animation "dagger_dagger_sneak" "bow_bow_sneak.mae" { loopable distance "Bip01" } animation "dagger_dagger_panic" "sword_sword_panic.mae" { loopable }
236 is constant. what about 684? I've seen the event tags. Yes, I'd already tried swapping the .SKA files that's why I'm intrigue and curious about this. But my only aim is to swap different animations for example unarmed_unarmed_rattack will be flurry, so to say I'l use flurry animation instead of unarmed_unarmed_rattack, but I will not change its name in .SKA file, but only its data. @BLOCK 9584 to 9616 covers the animation reference @BLOCK 9648 to 9680 covers the animation data (maybe?) Maybe the animation data is connected to NPC_Elmo.txt or the NPC_Elmo.txt is simply a conversion of NPC_Elmo.SKA file. I only changed the animation data, using the flurry animation data. I used the formula in 9648 to get 171072; I'm thinking that this (171072) is the starting event; ends by the next animation reference. No I'm changing the animation data not the (reference i.e. unarmed_unarmed_rattack).
SKM attributes mdf pointer this hex function contains the mdf path to retrieve the models textures. model this hex function contains vertex, faces, and counts forming a single array body of meshes. parent bone or Bip01 this is the parent bone that identifies child bones. Which consists the following child bones: SKA attributes parent bone or Bip01 this is the parent bone that identifies child bones. This has the same bone contents of its .SKM counterpart. animation this information renders model movements. Which consists of: TXT attributes E0F
OK yea, "By the numbers" was not a constant formula for every thing. this was the SKA header addressing values 00000: 5B 00 00 00 18 00 00 00 00 00 00 00 A4 23 00 00 |[............#.. 00016: AC 02 00 00 A4 23 00 00 00 00 FF FF 42 69 70 30 |.....#......Bip0 this is where I got the initial math 236 seemed to be the constaint block data size for the animation tag blocks. so the bones start at 18h the bones end at 23A4h then in yellow it says there are 684 (02AC hex) animation tags starting at 23A4h so the theory of by the numbers was 684 * 236 + 23A4h = the end of the animation tagged blocks (offset) this would only tell you where the events started contents of "flurry" put into unarmed attack inside the TXT script file Code: animation "unarmed_unarmed_rattack" "unarmed_unarmed_rattack.mae" { event 9 "action" "Bip01" event 18 "action" "Bip01" event 28 "action" "Bip01" event 36 "action" "Bip01" }
That can't be done. I'd already tried that, just nothing. In a matter of fact, If you read EVENTS above you'll know the whole journal of messing around in the .SKA file... From what I know, the script .TXT file you are calling is only a reference file of the .SKA file... So modders can understand what's the contents of it, like today...
The events look too be 178 bytes long ska file: heading bones and weights animation tag data blocks : 236 bytes / block event tag data blocks: 178 bytes / block unidentified data: size unknown
Hi XVicious, thanks for the info. How do I convert this one to hex 567.75423728813559322033898305085 do I need to round off this one? If I round off this one, the exact value won't return. Any ideas? Anyway, is my calculation correct? I've got 37 02 for the animation tag, but I didn't round it off... so anyway... where do we use the event tag data blocks? NOTE: I'm using NPC_Elmo.SKA file.
OK Z Im converting elmo ska to hex so we are loooking at same file let me annalyze this. I update an answer here; elmo ska header data 00000: 5B 00 00 00 18 00 00 00 00 00 00 00 A4 23 00 00 |[............#.. 00016: 3A 02 00 00 A4 23 00 00 00 00 FF FF 42 69 70 30 |:....#......Bip0 00032: 31 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |1............... 023A h = 570 dec (animation tag names total) 23A4 h = 9124 dec (animation name/data blocks beginning offset) animation data block end = { 9124 + ( 236 * 570 ) } events number/names/data begin offset = 143644 (dec) So from looking at the events end @ offset 193662 (dec) 193662 - 143644 = 50018 (dec) 50018 / 178 (events data block size) = 281 (dec) this says there should be 281 events shown in elmo SKA here is a preview of the data that comes after the events Code: 193664: 00 38 10 A5 BA 3A 00 00 FF 7F FF 7F FF 7F BA C3 |.8...:.......... 193680: 08 C2 28 BE A3 43 53 F7 AD 60 00 00 01 00 FF 7F |..(..CS..`...... 193696: FF 7F FF 7F CC FA 42 FD 60 5A 72 5A 67 08 64 FD |......B.`ZrZg.d. 193712: 93 A0 02 00 FF 7F FF 7F FF 7F 2A C0 2A C0 D7 BF |..........*.*... 193728: 29 40 00 00 00 00 00 00 03 00 FF 7F FF 7F FF 7F |)@.............. 193744: 07 00 00 00 0D 00 FF 7F 78 09 FD FF 0C 00 04 00 |........x....... 193760: FF 7F FF 7F FF 7F 9E DB 90 86 D4 EF 24 07 88 F6 |............$... 193776: 06 00 2D 09 05 00 FF 7F FF 7F FF 7F 00 00 00 00 |..-............. 193792: DB C4 83 71 AD 33 00 00 00 00 06 00 FF 7F FF 7F |...q.3.......... 193808: FF 7F 40 F8 1C F7 97 1B 6E 7C B2 2D 00 00 00 00 |..@.....n|.-.... 193824: 07 00 FF 7F FF 7F FF 7F 00 00 00 00 F7 60 8D 53 |.............`.S 193840: 9C 0A FB 09 00 00 0D 00 FF 7F FF 7F FF 7F 5F EE |.............._. 193856: C8 82 47 0C 73 F0 88 F6 04 00 BA F6 0E 00 FF 7F |..G.s........... 193872: FF 7F FF 7F 00 00 00 00 9E CA 55 74 AD 33 00 00 |..........Ut.3.. 193888: 00 00 0F 00 FF 7F FF 7F FF 7F 2C 08 EE 0C 70 26 |..........,...p& 193904: 20 79 B2 2D 00 00 00 00 10 00 FF 7F FF 7F FF 7F | y.-............ 193920: 00 00 00 00 4B 5B B7 59 9C 0A FB 09 00 00 16 00 |....K[.Y........ 193936: FF 7F FF 7F FF 7F CB 03 7C 14 5C FA 2A 7E 49 0F |........|.\.*~I. these could possibly be all real numbers or floats size 4bytes ???? when I look at the ascii characters for this data, there looks too be a constant pattern, indicating a data block structure
Here is the SKB (raw bone/weights) data I extracted from elmo I still have not decripted this data ??? Im wondering if the bone ID's # is somehow tagging the weights data here per vertex? (shortend preview) Code: 00000: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 00016: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00032: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 00048: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 00064: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00080: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 00096: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00112: 00 00 00 00 00 00 00 00 00 00 02 00 02 00 0D 00 |................ 00128: 00 00 00 00 00 00 00 00 5A F3 C3 3E 53 06 1E 3F |........Z..>S..? 00144: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00160: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 00176: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00192: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 00208: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 00224: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00240: 00 00 01 00 10 00 00 00 00 00 00 00 00 00 00 00 |................ 00256: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00272: 00 00 00 00 00 00 00 00 00 00 01 00 10 00 00 00 |................ 00288: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 00304: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00320: 00 00 01 00 10 00 00 00 00 00 00 00 00 00 00 00 |................ 00336: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00352: 00 00 00 00 00 00 00 00 00 00 02 00 0F 00 10 00 |................ 00368: 00 00 00 00 00 00 00 00 C1 AA 2A 3E 50 55 55 3F |..........*>PUU? 00384: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00400: 00 00 01 00 10 00 00 00 00 00 00 00 00 00 00 00 |................ 00416: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00432: 00 00 00 00 00 00 00 00 00 00 02 00 0F 00 10 00 |................ 00448: 00 00 00 00 00 00 00 00 C1 AA 2A 3E 50 55 55 3F |..........*>PUU? 00464: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00480: 00 00 02 00 0F 00 10 00 00 00 00 00 00 00 00 00 |................ 00496: C1 AA 2A 3E 50 55 55 3F 00 00 00 00 00 00 00 00 |..*>PUU?........ 00512: 00 00 00 00 00 00 00 00 00 00 02 00 0F 00 10 00 |................ 00528: 00 00 00 00 00 00 00 00 C1 AA 2A 3E 50 55 55 3F |..........*>PUU? 00544: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00560: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 00576: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00592: 00 00 00 00 00 00 00 00 00 00 01 00 19 00 00 00 |................ 00608: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 00624: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00640: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 00656: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00672: 00 00 00 00 00 00 00 00 00 00 02 00 0D 00 0E 00 |................ 00688: 00 00 00 00 00 00 00 00 84 83 3D 3F F9 F8 84 3E |..........=?...> 00704: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00720: 00 00 02 00 0D 00 0E 00 00 00 00 00 00 00 00 00 |................ 00736: 1B 49 92 3E 73 DB 36 3F 00 00 00 00 00 00 00 00 |.I.>s.6?........ 00752: 00 00 00 00 00 00 00 00 00 00 01 00 10 00 00 00 |................ 00768: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 00784: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00800: 00 00 02 00 02 00 0D 00 00 00 00 00 00 00 00 00 |................ 00816: 00 00 60 3E 00 00 48 3F 00 00 00 00 00 00 00 00 |..`>..H?........ 00832: 00 00 00 00 00 00 00 00 00 00 03 00 02 00 04 00 |................ 00848: 0D 00 00 00 00 00 00 00 00 00 20 3F 00 00 40 3E |.......... ?..@> 00864: 00 00 40 3E 00 00 00 00 00 00 00 00 00 00 00 00 |..@>............ 00880: 00 00 04 00 02 00 03 00 04 00 0D 00 00 00 00 00 |................ 00896: 00 00 A0 3E 00 00 20 3F 00 00 00 3D 00 00 00 3D |...>.. ?...=...= 00912: 00 00 00 00 00 00 00 00 00 00 01 00 19 00 00 00 |................ 00928: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 00944: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 00960: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 00976: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 00992: 00 00 00 00 00 00 00 00 00 00 01 00 19 00 00 00 |................ 01008: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01024: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01040: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 01056: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 01072: 00 00 00 00 00 00 00 00 00 00 03 00 02 00 04 00 |................ 01088: 0D 00 00 00 00 00 00 00 5E 55 55 3F 89 AA AA 3D |........^UU?...= 01104: 89 AA AA 3D 00 00 00 00 00 00 00 00 00 00 00 00 |...=............ 01120: 00 00 03 00 02 00 04 00 0D 00 00 00 00 00 00 00 |................ 01136: 73 DB 36 3F 1B 49 12 3E 1B 49 12 3E 00 00 00 00 |s.6?.I.>.I.>.... 01152: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 01168: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01184: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01200: 00 00 03 00 02 00 04 00 0D 00 00 00 00 00 00 00 |................ 01216: 00 00 20 3F 00 00 40 3E 00 00 40 3E 00 00 00 00 |.. ?..@>..@>.... 01232: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 01248: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01264: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01280: 00 00 02 00 03 00 16 00 00 00 00 00 00 00 00 00 |................ 01296: 9D BC F8 3E B2 A1 03 3F 00 00 00 00 00 00 00 00 |...>...?........ 01312: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 01328: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01344: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01360: 00 00 02 00 0D 00 0E 00 00 00 00 00 00 00 00 00 |................ 01376: E6 AD 1A 3F 33 A4 CA 3E 00 00 00 00 00 00 00 00 |...?3..>........ 01392: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 01408: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01424: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01440: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 01456: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 01472: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 01488: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01504: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01520: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 01536: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 01552: 00 00 00 00 00 00 00 00 00 00 01 00 19 00 00 00 |................ 01568: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01584: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01600: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 01616: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 01632: 00 00 00 00 00 00 00 00 00 00 01 00 19 00 00 00 |................ 01648: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01664: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01680: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 01696: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 01712: 00 00 00 00 00 00 00 00 00 00 01 00 18 00 00 00 |................ 01728: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01744: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01760: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 01776: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 01792: 00 00 00 00 00 00 00 00 00 00 02 00 0F 00 10 00 |................ 01808: 00 00 00 00 00 00 00 00 50 55 55 3F C1 AA 2A 3E |........PUU?..*> 01824: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01840: 00 00 02 00 0E 00 0F 00 00 00 00 00 00 00 00 00 |................ 01856: 00 00 00 3F 00 00 00 3F 00 00 00 00 00 00 00 00 |...?...?........ 01872: 00 00 00 00 00 00 00 00 00 00 01 00 0F 00 00 00 |................ 01888: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 01904: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 01920: 00 00 02 00 0E 00 0F 00 00 00 00 00 00 00 00 00 |................ 01936: 97 75 FF 3E 35 45 00 3F 00 00 00 00 00 00 00 00 |.u.>5E.?........ 01952: 00 00 00 00 00 00 00 00 00 00 02 00 0E 00 0F 00 |................ 01968: 00 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 3F |...........?...? 01984: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02000: 00 00 01 00 19 00 00 00 00 00 00 00 00 00 00 00 |................ 02016: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02032: 00 00 00 00 00 00 00 00 00 00 01 00 16 00 00 00 |................ 02048: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 02064: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02080: 00 00 01 00 17 00 00 00 00 00 00 00 00 00 00 00 |................ 02096: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02112: 00 00 00 00 00 00 00 00 00 00 01 00 17 00 00 00 |................ 02128: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 02144: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02160: 00 00 01 00 0F 00 00 00 00 00 00 00 00 00 00 00 |................ 02176: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02192: 00 00 00 00 00 00 00 00 00 00 01 00 17 00 00 00 |................ 02208: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 02224: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02240: 00 00 01 00 17 00 00 00 00 00 00 00 00 00 00 00 |................ 02256: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02272: 00 00 00 00 00 00 00 00 00 00 02 00 17 00 3E 00 |..............>. 02288: 00 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 3F |...........?...? 02304: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02320: 00 00 01 00 17 00 00 00 00 00 00 00 00 00 00 00 |................ 02336: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02352: 00 00 00 00 00 00 00 00 00 00 02 00 16 00 17 00 |................ 02368: 00 00 00 00 00 00 00 00 C1 E3 FB 3E 1F 0E 02 3F |...........>...? 02384: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02400: 00 00 02 00 16 00 17 00 00 00 00 00 00 00 00 00 |................ 02416: 18 CF C0 3E 74 98 1F 3F 00 00 00 00 00 00 00 00 |...>t..?........ 02432: 00 00 00 00 00 00 00 00 00 00 03 00 17 00 3E 00 |..............>. 02448: 3F 00 00 00 00 00 00 00 BB 0A 31 3F 54 36 8C 3E |?.........1?T6.> 02464: A9 A1 0D 3D 00 00 00 00 00 00 00 00 00 00 00 00 |...=............ 02480: 00 00 02 00 16 00 17 00 00 00 00 00 00 00 00 00 |................ 02496: A6 48 BE 3C BB 0D 7A 3F 00 00 00 00 00 00 00 00 |.H.<..z?........ 02512: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 02528: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 02544: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02560: 00 00 02 00 03 00 16 00 00 00 00 00 00 00 00 00 |................ 02576: 9F 1D F0 3E 30 F1 07 3F 00 00 00 00 00 00 00 00 |...>0..?........ 02592: 00 00 00 00 00 00 00 00 00 00 02 00 17 00 3F 00 |..............?. 02608: 00 00 00 00 00 00 00 00 B0 AA 2A 3F 9F AA AA 3E |..........*?...> 02624: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02640: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 02656: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02672: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 02688: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 02704: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02720: 00 00 03 00 02 00 03 00 0D 00 00 00 00 00 00 00 |................ 02736: 69 AA 07 3E 31 61 48 3F A9 A1 AD 3D 00 00 00 00 |i..>1aH?...=.... 02752: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 02768: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 02784: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02800: 00 00 02 00 02 00 03 00 00 00 00 00 00 00 00 00 |................ 02816: 21 F2 A4 3E F0 86 2D 3F 00 00 00 00 00 00 00 00 |!..>..-?........ 02832: 00 00 00 00 00 00 00 00 00 00 02 00 02 00 03 00 |................ 02848: 00 00 00 00 00 00 00 00 21 F2 A4 3E F0 86 2D 3F |........!..>..-? 02864: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02880: 00 00 03 00 02 00 03 00 0D 00 00 00 00 00 00 00 |................ 02896: 69 AA 07 3E 31 61 48 3F A9 A1 AD 3D 00 00 00 00 |i..>1aH?...=.... 02912: 00 00 00 00 00 00 00 00 00 00 02 00 02 00 03 00 |................ 02928: 00 00 00 00 00 00 00 00 E5 10 7C 3E C7 FB 40 3F |..........|>..@? 02944: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 02960: 00 00 01 00 03 00 00 00 00 00 00 00 00 00 00 00 |................ 02976: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 02992: 00 00 00 00 00 00 00 00 00 00 02 00 0D 00 0E 00 |................ 03008: 00 00 00 00 00 00 00 00 C5 C5 21 3E 8F 8E 57 3F |..........!>..W? 03024: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03040: 00 00 01 00 0E 00 00 00 00 00 00 00 00 00 00 00 |................ 03056: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 03072: 00 00 00 00 00 00 00 00 00 00 01 00 0E 00 00 00 |................ 03088: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03104: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03120: 00 00 02 00 0D 00 0E 00 00 00 00 00 00 00 00 00 |................ 03136: EB 53 FE 3E 0A D6 00 3F 00 00 00 00 00 00 00 00 |.S.>...?........ 03152: 00 00 00 00 00 00 00 00 00 00 01 00 0E 00 00 00 |................ 03168: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03184: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03200: 00 00 01 00 03 00 00 00 00 00 00 00 00 00 00 00 |................ 03216: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 03232: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 03248: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03264: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03280: 00 00 01 00 03 00 00 00 00 00 00 00 00 00 00 00 |................ 03296: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 03312: 00 00 00 00 00 00 00 00 00 00 01 00 10 00 00 00 |................ 03328: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03344: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03360: 00 00 02 00 0F 00 10 00 00 00 00 00 00 00 00 00 |................ 03376: C1 AA 2A 3E 50 55 55 3F 00 00 00 00 00 00 00 00 |..*>PUU?........ 03392: 00 00 00 00 00 00 00 00 00 00 01 00 10 00 00 00 |................ 03408: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03424: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03440: 00 00 02 00 0D 00 0E 00 00 00 00 00 00 00 00 00 |................ 03456: 27 84 86 3E EC BD 3C 3F 00 00 00 00 00 00 00 00 |'..>..<?........ 03472: 00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00 |................ 03488: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03504: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03520: 00 00 03 00 03 00 04 00 0D 00 00 00 00 00 00 00 |................ 03536: 21 BA 68 3F FA 2E 3A 3D FA 2E 3A 3D 00 00 00 00 |!.h?..:=..:=.... 03552: 00 00 00 00 00 00 00 00 00 00 03 00 02 00 04 00 |................ 03568: 0D 00 00 00 00 00 00 00 5E 55 55 3F 89 AA AA 3D |........^UU?...= 03584: 89 AA AA 3D 00 00 00 00 00 00 00 00 00 00 00 00 |...=............ 03600: 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 |................ 03616: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 03632: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 03648: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03664: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03680: 00 00 03 00 02 00 04 00 0D 00 00 00 00 00 00 00 |................ 03696: 5E 55 55 3F 89 AA AA 3D 89 AA AA 3D 00 00 00 00 |^UU?...=...=.... 03712: 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 |................ 03728: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03744: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03760: 00 00 01 00 0E 00 00 00 00 00 00 00 00 00 00 00 |................ 03776: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 03792: 00 00 00 00 00 00 00 00 00 00 01 00 0E 00 00 00 |................ 03808: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03824: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03840: 00 00 01 00 0E 00 00 00 00 00 00 00 00 00 00 00 |................ 03856: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 03872: 00 00 00 00 00 00 00 00 00 00 01 00 0E 00 00 00 |................ 03888: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03904: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 03920: 00 00 02 00 0E 00 0F 00 00 00 00 00 00 00 00 00 |................ 03936: 00 00 00 3F 00 00 00 3F 00 00 00 00 00 00 00 00 |...?...?........ 03952: 00 00 00 00 00 00 00 00 00 00 01 00 0E 00 00 00 |................ 03968: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 03984: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 04000: 00 00 01 00 0E 00 00 00 00 00 00 00 00 00 00 00 |................ 04016: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............ 04032: 00 00 00 00 00 00 00 00 00 00 01 00 0E 00 00 00 |................ 04048: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?.... 04064: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................ 04080: 00 00 01 00 0E 00 00 00 00 00 00 00 00 00 00 00 |................ 04096: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............
All of your input makes sense to me now. But well, my brain won't dwelve far beyond decoding symbols (even though your not asking me to do that)... you can atleast input here, if you have any other new ideas about this. Sorry, to be impolite on this matter, since, I'm the one who spawned you, and thus I have an obligation to fulfill, I had to brainstorm far more than you. But you know humans too must take a break (not saying your not human). I know I'm gonna lose face on you in this matter but I'm prepared... :yeaaa: Anyway, that's not the end of it, really! I'm gonna pursue this, in it's simplest way possible (in the future?). But well to achieve that one must have a keen understanding on this matter; But oh well I don't have the time right now and I'm not passing that obligation and not forcing it to you, feel free to update this thread if you feel like it, thanks XVicious for your golden time and please wreak havoc in the world of ToEE in the meantime. Enjoy!