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All the model files are located in white_scru.win32.bin file. Each of the main characters has two models. A low polygon model that is the one used during gameplay and a higher polygon model for the in-game generated cutscenes. I guess this gave SE the ability to have higher quality cutscenes without lower framerates as they could control the all the elements in each of the cutscenes. Each model has two files; a .trb file that contains the model information, and an .imgb file with all the texture data. The high polygon ones are models c001 through c006 with c201 through c206 being the low polygon ones.
If you just rename the two high polygon file the same as the low polygon ones (c001.win32.trb -> c201.win32.trb, and c001.win32.imgb -> c201.win32.imgb) and reload them into the game files, then you will get a humanoid shaped glowing white blob with the limbs akimbo. Like Here
If you edit the .trb file, renaming all the "c00" to "c20", so the model names like c001 becomes c201, then the textures seem to work, but the limbs and animation is still messed up (or if you swap characters). Seen Here
This is mainly because the skeletons do not match between the files. The model knows how everything is put together, but the animation work by moving the bones by index number, not by name (I think). So if in the original model, the "Left Arm" is bone index #10, and in the new model it is named the same but is now bone index #14, then the animation will still try to move bone #10, whatever that may be now. This is why you get those funny animation where odd limbs move and faces where things seem out of place.
Vanille is unique in the game as she has 3 model files and that is one of the reasons I chose to try this on her as I had several different models of the same character I could look at and compare duing the process. Luckily, her high poly model has all the bones of the low poly one (plus a few), but just in a different order. So what I did was swap the bones around (along with making other necessary adjustments, e.g. parent and child bone pointers) until the bone order was identical to the low poly model and all the extra ones were at the end of the skeleton bone list.
This actually yielded a successful model and animation in game. However, as I mentioned in the first post, there is still something missing as she can not initiate a battle as a party leader (can walk right through monsters), and also is never hit (takes no damage) when in the party. This kind of makes the whole thing still useless. So now when I need a diversion, I work on trying to identify what is missing from the model to get it to work properly or to find a different way to load the the model (substitute the meshes, shaders etc. into the base model)
Anyway, Fun Times!
Ok, no problem. Keep it up!
https://steamcommunity.com/sharedfiles/filedetails/?id=1896408374