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		<id>http://wiki.anime-sharing.com/hgames/index.php?action=history&amp;feed=atom&amp;title=.xx</id>
		<title>.xx - Revision history</title>
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		<updated>2026-06-07T07:59:42Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.anime-sharing.com/hgames/index.php?title=.xx&amp;diff=8730&amp;oldid=prev</id>
		<title>Enimaroah: Created page with &quot;.xx subfiles include everything needed for the definition of 3d characters, items and maps. The structure consists of the skeleton, a list of materials, another list for textu...&quot;</title>
		<link rel="alternate" type="text/html" href="http://wiki.anime-sharing.com/hgames/index.php?title=.xx&amp;diff=8730&amp;oldid=prev"/>
				<updated>2014-01-21T10:00:52Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;.xx subfiles include everything needed for the definition of 3d characters, items and maps. The structure consists of the skeleton, a list of materials, another list for textu...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;.xx subfiles include everything needed for the definition of 3d characters, items and maps. The structure consists of the skeleton, a list of materials, another list for textures. Meshes are embedded into the skeleton.&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
Textures have a name, resolution and some other metadata. Then follows the image's raw data in one of the following formats: BMP, TGA, JPG, EMA. The content can differ from the extension given in the name.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
A material has the following attributes: diffuse, ambient, specular, emissive and specular power. These attributes change the look of textures. Upto four texture names can be defined in a material.&lt;br /&gt;
&lt;br /&gt;
==Skeleton==&lt;br /&gt;
The skeleton is based on frames which are arranged in a hierarchy. The tree like structure is achieved by a list of child frames in each frame. A frame further consists of a transformation matrix which allows the animation to use it as a bone. Optionally one mesh can be included in a frame.&lt;br /&gt;
&lt;br /&gt;
===Mesh===&lt;br /&gt;
A mesh is a container for submeshes. It can include a reduced list of vertices which includes no duplicates. Skinned meshes have a list of bones.&lt;br /&gt;
&lt;br /&gt;
The most important members of a submesh are a list of vertices, another for the faces and a material name.&lt;br /&gt;
&lt;br /&gt;
A vertex defines a 3d point, a normal, a uv coordinate pair and an array of upto four relations to bones. A face consists of three indices into the vertex list.&lt;br /&gt;
&lt;br /&gt;
==Unknown Values==&lt;br /&gt;
Each of the structures: Texture, Material, Frame, Submesh and Vertex can have additional members called unknowns. Those values can be specific for one game. E.i. Submeshes can be made invisible or transparent with certain values.&lt;br /&gt;
&lt;br /&gt;
[[Category:Illusion Games Modding - Files and Subfiles]]&lt;br /&gt;
[[Category:.pp]]&lt;/div&gt;</summary>
		<author><name>Enimaroah</name></author>	</entry>

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