Breath of Fire IV Models/Textures (possibly compressed)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
lionheartuk
Posts: 28
Joined: Mon Jan 26, 2015 8:39 pm

Breath of Fire IV Models/Textures (possibly compressed)

Post by lionheartuk »

Hey Guys.

I've managed to extract the Breath of Fire IV .EMI files, which outputs a bunch of 'noname' files, one of these contained script data so I've removed that.

I'm pretty certain the rest of these contain model and texture data, and some probably contain other data such as character locations etc.

The data might be compressed, its a bit messy in here but its hard for me to tell as compression is something I'm not good at determining in a hex editor.

I've uploaded several sample files, all output form the same file from the World Folder. https://www.dropbox.com/s/lun4krl392pdn ... 4.rar?dl=0

I'm hoping I'm correct in what they contain, but I can't say for certain. Any help would be hugely appreciated.
puggsoy
Posts: 161
Joined: Sat Dec 13, 2014 1:01 am

Re: Breath of Fire IV Models/Textures (possibly compressed)

Post by puggsoy »

Doesn't look compressed to me, but I don't know the format. The file noname6 looks like headerless graphics data, which suggests that all files are headerless. That's all I can make out unfortunately.
lionheartuk
Posts: 28
Joined: Mon Jan 26, 2015 8:39 pm

Re: Breath of Fire IV Models/Textures (possibly compressed)

Post by lionheartuk »

Thanks Puggsoy.

Thats more than I got out of it.

I've never understood headerless data, how can anyone understand it without a header, isn't that where all the information is kept?
puggsoy
Posts: 161
Joined: Sat Dec 13, 2014 1:01 am

Re: Breath of Fire IV Models/Textures (possibly compressed)

Post by puggsoy »

Usually, if there's any information to keep. Sometimes simply raw data is enough, if the other specifics are known beforehand (or possibly stored in a separate file). For example, if a game's image files are all of the same width, there's no need to store any dimensional data. In that case raw data is usually sufficient, you just read the pixels and put them in an image with the same width every time. The height just depends on how much pixels there are.