Assigning Existing Animations to .SKA File

Discussion in 'Models, Animations, and Particle Effects' started by Zoltec, Sep 15, 2013.

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  1. Zoltec

    Zoltec Pгōdigium

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    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
     
    Last edited: Sep 15, 2013
  2. XVicious

    XVicious Established Member

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    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.
     
    Last edited: Sep 16, 2013
  3. Zoltec

    Zoltec Pгōdigium

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    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...
     
  4. XVicious

    XVicious Established Member

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    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
    }
    
    
    
    
    
     
    Last edited: Sep 16, 2013
  5. Zoltec

    Zoltec Pгōdigium

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    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).
     
    Last edited: Sep 16, 2013
  6. Zoltec

    Zoltec Pгōdigium

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    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
     
    Last edited: Sep 16, 2013
  7. XVicious

    XVicious Established Member

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    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"
    }
    
     
    Last edited: Sep 16, 2013
  8. Zoltec

    Zoltec Pгōdigium

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    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...

     
    Last edited: Sep 17, 2013
  9. XVicious

    XVicious Established Member

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    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
     
    Last edited: Sep 17, 2013
  10. Zoltec

    Zoltec Pгōdigium

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    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.
     
  11. XVicious

    XVicious Established Member

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    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
     
    Last edited: Sep 17, 2013
  12. XVicious

    XVicious Established Member

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    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 |................
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    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 |...=............
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    02496: A6 48 BE 3C BB 0D 7A 3F 00 00 00 00 00 00 00 00 |.H.<..z?........
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    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 |..............?.
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    02656: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............
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    02688: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?....
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    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?...=....
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    02768: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?....
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    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 |...?............
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    03008: 00 00 00 00 00 00 00 00 C5 C5 21 3E 8F 8E 57 3F |..........!>..W?
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    03056: 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 |...?............
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    03088: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?....
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    03376: C1 AA 2A 3E 50 55 55 3F 00 00 00 00 00 00 00 00 |..*>PUU?........
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    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?..:=..:=....
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    03568: 0D 00 00 00 00 00 00 00 5E 55 55 3F 89 AA AA 3D |........^UU?...=
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    03696: 5E 55 55 3F 89 AA AA 3D 89 AA AA 3D 00 00 00 00 |^UU?...=...=....
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    03728: 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 |...........?....
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    03824: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................
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    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 |...........?....
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    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 |...?............
    
    
     
  13. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    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! :)
     
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