Okami

OKAMI Okami, is a game developed by Clover Studios, where players control Amaterasu, who is in the form of a white wolf.





This picture shows a building model, there are ladders visible in the mid left portion. Like origami and water painting the models used in Okami are drawn with less realism compared to more realistic western art forms.

Most of the game's data is in the AFS files, which can be extracted with the free program called "GameExtractor" however since some subfiles in some demo versions of Okami have repeated names, this GameExtractor will sometimes incorrectly extract the subfiles from the AFS files.

The Main game file on the disc (at least in some demo versions of okami) _DATA0.AFS

Subfile extensions found in _DATA0.AFS: .AFD .AFS .BIN .BMT .D .DAT (can contain models, animations and textures) .DIR (no extension) .S .SES .SFD .TBL .TM2 Textures

File Extension Headers (found in certain subfiles such as the subfiles that have extension .DAT): ANS AKT BMH CAM CCH DRH EFF Fl2 ICO Textures (have the file header: TIM3 IDD ITS LI3 MEH MOT MSA MSD MST PVS RNI SCH SEQ SES T32 T3L TM2 Textures (have the file header: TIM2 TM3 Texture Packages (have the file header: TM3 Which Contain Textures, which have the file header: TIM3 TRE TS TSC TST MPD T32 Textures MD Mesh Packages (have the file header: scr Which Contain Meshes, which have the file header: mdb

The mesh files are called mdb, and they begin at with the text mdb. Their are 2 types of mdb files, one being mainly for characters and buildings, with the other type used for the terrain. The level terrain does not use 4-byte floats for the vertexes, while the Characters, and Buildings do.

Okami does not use explicit normals (light reflection) to visualize the models instead opting for implicit light reflections depending on the scene.

A more realistic and highly rendered version of Okami was the original intent of Clover Studios but was changed while the game was still in the pre-production stage.

The models consist mainly of just 16 byte arrays, of verX, verY, verZ, CONN Where all of the vertexes are connected to the vertex directly preceding and following it, except when both the current 4byte CONN is 00 80 00 00 and the Next 4byte CONN is also 00 80 00 00, then the vertexes are simply not connected then.