Hi KE

Quote Originally Posted by KnightErrant
@GrumpyOldMan
Ok, got a reply from Caliban. He did the two experiments and none
of those "type files" or "skel files" exist with his unpacked setup.
So I think skeleton.dat/idx is supposed to stay packed and those
names are just look-up handles like you said. Looking at events.dat/idx
right now since Caliban had them unpacked. There's no names in
the index file so I think events and pack have to be unpacked together
since the .evt always matches the .cas path and filename. However,
the mapping is onto but not 1-1, not every cas file has a corresponding
evt file. If I'm seeing the header right, there's 1000 evt files for 2400
cas files.
What we really need to see are a few examples of unpacked .evt files. The .evt files look like this in the skel .dat files :-

short - num of variations
short - 0
int - code for 'sound' type??
short - start frame
short - end frame
0 termed string - description/look up table entry??(some different cas use same event - explains number discrepancy)
then usually 10 bytes with 32 00 sometimes appearing and sometimes the start and end frame reappearing.

If we could get a hold of the evt files for one figure we could make a fist of decoding because the 'no_animdb' is sure not working without them. I'll ask Caliban and see if he can help.

I believe now that the two idx and dat files are made up from the folders within animation and that the skeletons we've been so intent on don't really exist. This is bad news for the fantasy people because this means that the skeleton positions are hardcoded and are added in at compiling those idx and dat files.

Cheers

GrumpyOldMan