Whereas NIFF is designed as an intermediate format, created by converting the CG tool data, NVF is designed as a format closer to the target, meant for displaying NIFF on the N64. NIFF is converted to NVF and then stored in the N64 ROM area. The previewer (nvfview etc..) loads NVF from the N64 ROM area into main memory and then displays the data.
The following basic data types were defined in NVF.
Byte 0  Byte 1  Byte 2  Byte 3  
Sign: 1  Exponent: 8  Mantissa: 23 
A 4byte integer specifying the node index. However, the following values have special interpretations:
Format
NVF was created based on IFF. (Although NIFF and IFF have similar names, they are completely unrelated.)
The IFF file is composed of fixed format Chunks.
CHUNK MAGIC 4 bytes 
CHUNK DATA SIZE 4 bytes 
DATA The length is the byte size specified by CHUNK DATA SIZE. 
The length is the byte size specified by CHUNK DATA SIZE.
However, the Chunks are not enumerated as they are in the file. There is a special Chunk called 'FORM' which comprises a number of Chunks, and all the Chunks are contained in this. At the present time, one file can contain only one FORM.
CHUNK MAGIC 4 bytes('FORM')  
CHUNK DATA SIZE 4 bytes  
DATA  FORM MAGIC 4 bytes'NVFB' 
CHUNK 1  
CHUNK 2  
.... 
In NVF, 1 Chunk expresses 1 node. There are various types of nodes, and each of them has its own Chunk Magic. However, there are three kinds of Chunks which are used for purposes other than nodes, as described below.
This is the header. It holds information relating to the entire NVF. Naturally, it appears only once in the form. The format is shown below.
Header 'NHDR' { long num_of_nodes long num_of_root_nodes long root_node_index[num_of_root_nodes] long symbol_table_size char symbol_table[symbol_table_size] long comment_size char comment[comment_size] }
This Chunk describes the relationship between nodes. It appears only once in the form. The format is shown below.
ReferenceList 'REFR' { long num_of_references { short type( 0: FtoF, 1: FtoL, 2: LtoF, 3: LtoL ) short size node target short target_field short target_index node reference short reference_field short reference_index } reference[num_of_references] }
This Chunk describes external nodes. It appears only once in the form. The format is shown below.
ExternalSymbolList 'XTRN' { long num_of_symbols { long module_id long node_name_entry } symbol[num_of_symbols] }



AnimatedGeometry 'AGEO' { long name_entry node vertex float time :0 }
Defines geometry with attached animation.
Animation 'ANMF' { long name_entry long function_index :0 float time :1 long num_of_elements float value[num_of_elements] :2 float diffential[num_of_elements] :3 long num_of_functions node function[num_of_functions] }
Defines floating point vector animation. num_of_elements indicates the size of vector.
BackgroundColor 'BGCL' { long name_entry float4 color :0 short depth :1 }
Designate background color. Depth is fixed as 0xFFFC.
ClassicalScale 'CSCL' { long name_entry float3 scale :0 long num_of_children node child[num_of_children] }
ClassicScale specifies the scaling rate, or degree of enlargement. All children are influenced by this coordinate transformation.
ConstantFunction 'FNCC' { long name_entry char num_of_elements char continuity # 0: Noncontinuous # 1: C0 Continuous # 2: C1 Continuous float junction # The junction point time for continuous animation. # It is ignored for noncontinuous animation. long num_of_keys { float time float value[num_of_elements] } key[num_of_keys] }
Defines the animation keyframe function. ConstantFunction switches constants over time, so you could call it a zeroorder interpolation function. The function node is not functional on its own. It starts functioning after being referenced from the animation node.
Fog 'DFOG' { long name_entry float fog_near :0 float fog_far :1 float4 fog_color :2 }
Sets the Fog. The behavior when effective Fog appears in the scene graph numerous times is undefined.
DirConstraint 'DIRC' { long name_entry float3 direction :0 long num_of_children node child[num_of_children] }
Points x axis to global directions. Also, corrects y axis to make a right angle with x axis. All children are affected by this coordinate transformation.
DirUpConstraint 'DRUC' { long name_entry float3 direction :0 float3 up_vector :1 long num_of_children node child[num_of_children] }
Points X axis to global direction and y axis to the direction of the global up_vector. Also corrects y axis to make a right angle with x axis. All children are affected by this coordinate transformation.
DirectionalLight 'LGTD' { long name_entry float3 direction :0 float3 color :1 # Values from 0 ~ 1 }
Defines the directional light source. The light source node does not function on its own. It starts functioning after being referenced from the light source set node
EnvelopeGeometry 'ENVG' { long name_entry node vertex long num_of_joints { float9 orientation :0 (index = joint_index * 9) float9 scaled_orientation :1 (index = joint_index * 9) float3 translation :2 (index = joint_index * 3) float3 scale :3 (index = joint_index * 3) } joint[num_of_joints] }
Defines the geometry of the Flexible envelope. The vertex type must be either EnvelopeVertexC or EnvelopeVertexN.
EnvelopeVertexC 'EVVC' { long name_entry long segment short num_of_joints # The following is the description for all rigid groups: short num_of_rigid_groups { short joint_index short num_of_vertices { short3 coord char4 normal/color short2 tex_coord } vtx[num_of_vertices] } rigid_group[num_of_rigid_groups] # The following is the description for all morph group: short num_of_morph_groups { short primary_joint_index short secondary_joint_index short num_of_vertices short num_of_coords short table_size #Plan to support 9,17,33,65 { float3 coord[num_of_coords] } table[table_size] { short coord_index char4 color short2 tex_coord } vtx[num_of_vertices] } morph_group[num_of_morph_groups] # The following is the description for all combine group: short num_of_combine_groups { short num_of_vertices short num_of_coords short num_of_joint_groups { short joint_index short num_of_joint_vertices { short vtx_index float3 coord # The result of multiplying the actual "coord" by "weight" float weight } joint_vertex[num_of_joint_vertices] } joint_group[num_of_joint_groups] { short coord_index char4 color short2 tex_coord } vtx[num_of_vertices] } combine_group[num_of_combine_groups] # The following is information for triangle setup: long num_of_vertex_groups { short rigid_group_index short rigid_vtx_offset char rigid_vtx_cache_offset char rigid_vtx_load_count short morph_group_index short morph_vtx_offset char morph_vtx_cache_offset char morph_vtx_load_count short combine_group_index short combine_vtx_offset char combine_vtx_cache_offset char combine_vtx_load_count char num_of_rgba_modification { char vertex_index char4 rgba } rgba_modification[num_of_rgba_modification] char num_of_st_modification { char vertex_index short2 st } st_modification[num_of_st_modification] char num_of_xy_modification { char vertex_index short2 xy } xy_modification[num_of_xy_modification] char num_of_z_modification { char vertex_index long z } z_modification[num_of_z_modification] char modify_primitive_color( 0:No Modification, 1:Modification ) long primitive_color[modify_primitive_color] long num_of_triangles char3 triangle[num_of_triangles] } vertex_group[num_of_vertex_groups] }
Defines the vertices of the Flexible Envelope. However, normals are not calculated. (Therefore, lighting is impossible.) The vertices of the Flexible Envelope are classified into three types: rigid vertex, morph vertex and combine vertex.
The method for calculating each type of vertex is explained below.
EnvelopeVertexN 'EVVN' { long name_entry long segment short num_of_joints # The following is the description for all rigid group: short num_of_rigid_groups { short joint_index short num_of_vertices { short3 coord char4 normal/color short2 tex_coord } vtx[num_of_vertices] } rigid_group[num_of_rigid_groups] # The following is the description for all morph group: short num_of_morph_groups { short primary_joint_index short secondary_joint_index short num_of_vertices short num_of_coords short num_of_normals short table_size # Plan to sussport 9,17,33,65 { float3 coord[num_of_coords] float3 normal[num_of_normals] } table[table_size] { short coord_index short normal_index short2 tex_coord } vtx[num_of_vertices] } morph_group[num_of_morph_groups] # The following is the description for all combine group: short num_of_combine_groups { short num_of_vertices short num_of_coords short num_of_normals short num_of_joint_groups { short joint_index short num_of_joint_coords short num_of_joint_normals { short coord_index float3 coord # The result of multiplying the actual "coord" by "weight" float weight } joint_vertex[num_of_joint_coords] { short normal_index float3 normal # The result of multiplying the actual "normal" by "weight" } joint_vertex[num_of_joint_normals] } joint_group[num_of_joint_groups] { short coord_index short normal_index short2 tex_coord } vtx[num_of_vertices] } combine_group[num_of_combine_groups] # The following is the information for triangle setup: long num_of_vertex_groups { short rigid_group_index short rigid_vtx_offset char rigid_vtx_cache_offset char rigid_vtx_load_count short morph_group_index short morph_vtx_offset char morph_vtx_cache_offset char morph_vtx_load_count short combine_group_index short combine_vtx_offset char combine_vtx_cache_offset char combine_vtx_load_count char num_of_rgba_modification { char vertex_index char4 rgba } rgba_modification[num_of_rgba_modification] char num_of_st_modification { char vertex_index short2 st } st_modification[num_of_st_modification] char num_of_xy_modification { char vertex_index short2 xy } xy_modification[num_of_xy_modification] char num_of_z_modification { char vertex_index long z } z_modification[num_of_z_modification] char modify_primitive_color( 0:No Modification, 1:Modification ) long primitive_color[modify_primitive_color] long num_of_triangles char3 triangle[num_of_triangles] } vertex_group[num_of_vertex_groups] }
Defines the vertices of the Flexible Envelope. Unlike EnvelopeVertexC normal lines are also calculated. (In other words, Lighting is possible.) The data contents are almost the same as for EnvelopeVertexC.
Float 'FLOT' { long name_entry long num_of_elements float value[ num_of_elements ] :0 }
This does nothing except hold floating point values. It is convenient for collectively managing the values set in the time field of Animation, etc..
Geometry 'GEOM' { long name_entry long segment long num_of_vertices { short3 coord char4 normal/color short2 tex_coord } vtx[num_of_vertices] long num_of_vertex_groups { short vertex_offset char vertex_cache_offset char vertex_load_count # The above three parameters are for vertex loading. char num_of_rgba_modification { char vertex_index char4 rgba } rgba_modification[num_of_rgba_modification] char num_of_st_modification { char vertex_index short2 st } st_modification[num_of_st_modification] char num_of_xy_modification { char vertex_index short2 xy } xy_modification[num_of_xy_modification] char num_of_z_modification { char vertex_index long z } z_modification[num_of_z_modification] char modify_primitive_color( 0:No Modification, 1:Modification ) long primitive_color[modify_primitive_color] long num_of_triangles # The above parameters are the vertexchange parameters. char3 triangle[num_of_triangles] } vertex_group[num_of_vertex_groups] }
Defines the geometry. In Geometry, triangles are classified according to their modification_group. A number of modification_groups are then gathered together forming a vertex_group. The Geometry drawing process is illustrated below.
for each vertex_group do Read vertices into vertex cache. Changes the vertices in accordance with the vertexchange parameters. Changes Primitive_color Draw triangles. done
HermiteFunction 'FNCH' { long name_entry char num_of_elements char continuity # 0: Discontinuous # 1: C0 Continuous # 2: C1 Continuous float junction long num_of_keys { float time float value[num_of_elements] float differential[num_of_elements] } key[num_of_keys] }
Defines a key frame function of animation. HermiteFunction is a trilinear interpolation function. A function node does not function alone. It will function only after it is referenced from an animation node. The interpolation formula is as follows:
LightSet 'LTST' { long name_entry float3 ambient :0 #Value from 01. long num_of_lights node lights[num_of_lights] }
Defines a set of light sources. This node is related to the material node and performs lighting.
LinearFunction 'FNCL' { long name_entry char num_of_elements char continuity # 0: Disontinuous # 1: C0 Continuous # 2: C1 Continuous float junction long num_of_keys { float time float value[num_of_elements] } key[num_of_keys] }
Defines the animation keyframe function. LinearFunction is a firstorder interpolation function. The function node is not functional on its own. It starts functioning after being referenced from the animation node.
LOD 'LODD' { long name_entry char group( 0~31 ) char num_of_levels float range[num_of_levels1] node level[num_of_levels] }
The LOD node selects the appropriate node from the nodes enumerated in "level" corresponding to the present distance between the global_translation and the camera. The LOD node is not evaluated until evaluation of the active camera is finished.
Marker 'MRKR' { long name_entry short type short group_index }
This node is used for displaying the coordinate icons. The red coordinate icon corresponds to the X axis, the green to the Y axis, and the blue to the Z axis.
Material 'MTRL' { long name_entry node light_set float4 ambient :0 # Value from 0 ~ 255 float4 emission :1 # Value from 0 ~ 255 float4 diffuse :2 # Value from 0 ~ 255 float4 primitive_color :3 # Value from 0 ~ 255 char lighting # 0: No lighting # 1: With lighting char shade_model # 0: flat # 1: smooth char effect # 0: none # 1: specular # 2: reflection char env_color_mode # &1: emission # &2: ambient # Specifies which components to add to env_color. The components added to # env_color are not added to shade_color. { char4 CC0color # In order of A, B, C, D # 0: CombColor # 1: Tex0Color # 2: Tex1Color # 3: PrimColor # 4: ShadeColor # 5: EnvColor # 6: KeyCenter(B only),KeyScale(C only),1.0(A,D only) # 7: CombAlpha(C only),Noise(A only),K4(B only),0.0(D only) # 8: Tex0Alpha(C only) # 9: Tex1Alpha(C only) # 10: PrimAlpha(C only) # 11: ShadeAlpha(C only) # 12: EnvAlpha(C only) # 13: LODFrac(C only) # 14: PrimLODFrac(C only) # 15: K5(C only) # 31: 0.0 char4 CC0alpha # In order to A, B, C, D # 0: CombAlpha(A,B,D only),LODFrac(C only) # 1: Tex0Alpha # 2: Tex1Alpha # 3: PrimAlpha # 4: ShadeAlpha # 5: EnvAlpha # 6: PrimLODFrac(C only),1.0(A,B,D only) # 7: 0.0 char4 CC1color # The same as CC0color char4 CC1alpha # The same as CC0alpha } cc_mode[2] }
Defines the material. The material mechanism has been changed significantly since NIFF1.0. In NIFF1.0, shade was monochrome, but in NIFF2.0, colors were added in consideration of ambient, emission, and diffuse. Because of this change, the method for setting the color combiner is also different. Shade is calculated using the following expression.
shade = mat_emission + light_ambient*mat_ambient + light[0]*mat_diffuse[0]*d[0] + ....
Here, d[I] is the "diffuse" coefficient determined from the direction of light source "I" and the normal line of the vertex.
Module 'MDUL' { long name_entry long module_id }
Defines Module. The Module behaves as if the whole Module has become a child of this node.
Nop 'NOPR' { long name_entry long num_of_children node child[num_of_children] }
Does nothing
Orientation 'ORNT' { long name_entry float3 ex :0 float3 ey :1 long num_of_children node child[num_of_children] }
Orientation specifies the direction of the X axis and the direction of the Y axis to create a rotation matrix. The Y axis is corrected so that it is orthogonal to the X axis. All children are influenced by this coordinate transformation. In addition, ex and ey are assured to be stored in a contiguous area, and ex[3] is handled in the same manner as ey[0]. By utilizing this, it becomes possible to attach 6element animation. If you use 6element animation the keyframe compression rate will probably be lower than with 3element animation, but the tradeoff is a boost in processing speed.
OriConstraint 'ORIC' { long name_entry float9 orientation :0 long num_of_children node child[num_of_children] }
OriConstraint specifies the rotation matrix as a global matrix. All children are influenced by this coordinate transformation.
PerspectiveCamera 'PCAM' { long name_entry float field_of_view_y :0 float aspect_ratio :1 float clip_near :2 float clip_far :3 float tan_clip_left :4 float tan_clip_right :5 float tan_clip_top :6 float tan_clip_bottom :7 long group_mask }
Defines the camera perspective. field_of_view_y is specified in degrees.
PointLight 'LGTP' { long name_entry float3 position :0 float3 color :1 # Value from 0 ~ 1 float constant_attenuation :2 float linear_attenuation :3 float quadratic_attenuation :4 }
Defines pseudo light source. A light source node does not function alone. It will function only after it is referenced from an light source set node.
PositionConstraint 'POSC' { long name_entry float3 translation :0 long num_of_children node child[num_of_children] }
PositionConstraint specifies the translation with global vectors. All children are influenced by this coordinate transformation.
RotationX 'ROTX' { long name_entry float rotation :0 # radian value long num_of_children node child[num_of_children] }
RotationX rotates in order around the X axex. All children are influenced by this coordinate transformation.
RotationXYZ 'RXYZ' { long name_entry float3 rotation :0 # radian value long num_of_children node child[num_of_children] }
RotationXYZ rotates in order around the X, Y and Z axes. All children are influenced by this coordinate transformation.
RotationY 'ROTY' { long name_entry float rotation :0 # radian value long num_of_children node child[num_of_children] }
RotationY rotates around the Y axis. All children are influenced by this coordinate transformation.
RotationZ 'ROTZ' { long name_entry float rotation :0 # radian value long num_of_children node child[num_of_children] }
RotationY rotates around the Z axis. All children are influenced by this coordinate transformation.
RotationZXY 'RZXY' { long name_entry float3 rotation :0 # radian value long num_of_children node child[num_of_children] }
RotationZXY rotates in order around the Z, X and Y axes. All children are influenced by this coordinate transformation.
Scale 'SCAL' { long name_entry float3 scale :0 long num_of_children node child[num_of_children] }
Scale specifies the SOFTIMAGE format scale of enlargement. This method of enlargement is particularly effective with character animation. All children are influenced by this coordinate transformation.
Shape 'SHAP' { long name_entry char group( 0~31 ) char flags # &1: front face culling # &2: back face culling # &4: z buffer enable # &8: use vertex alpha # &16: use vertex color short priority # Interprited by group. { long blend_color char alpha_compare( 0:none, 1:threashold, 2:dither ) char alpha_dither( 0:disable, 1:pattern, 2:not_pattern, 3:noise ) } alpha[2] char cycle[2]( 0:fill, 1:1 cyc., 2:2 cyc. 3:copy ) { char4 BL0 # Order of P, A, M, B # About P and M # 0: InColor # 1: MemColor # 2: BlendColor # 3: FogColor # About A # 0: InAlpha # 1: FogAlpha # 2: ShadeAlpha # 3: 0.0 # About B # 0: 1A # 1: MemAlpha # 2: 1.0 # 3: 0.0 char4 BL1 # Same as BL0. short render_mode # &8: AA_EN # &0x10: Z_CMP # &0x20: Z_UPD # &0x40: IM_RD # &0x80: CLR_ON_CVG # &0x300 = 0x000: CVG_DST_CLAMP # &0x300 = 0x100: CVG_DST_WRAP # &0x300 = 0x200: CVG_DST_FULL # &0x300 = 0x300: CVG_DST_SAVE # &0xC00 = 0x000: ZMODE_OPA # &0xC00 = 0x400: ZMODE_INTER # &0xC00 = 0x800: ZMODE_XLU # &0xC00 = 0xC00: ZMODE_DEC # &0x1000: CVG_X_ALPHA # &0x2000: ALPHA_CVG_SEL # &0x4000: FORCE_BL } render_mode[2] node geometry node material node texture }
Integrates geometry, material and texture, and creates the drawing object.
Skeleton2D2 'SK22' { long name_entry long flip float bone_length[2] :0 float3 joint1_scale :1 float3 joint2_scale :2 float3 effector_pos :3 float3 axis :4 long num_of_children1 node children1[num_of_children1] long num_of_children2 node children2[num_of_children2] long num_of_children_e node children_e[num_of_children_e] }
Defines Skeleton. Skeleton is the node used for processing inverse kinematics. "axis" is a vector indicating the extent to which the Z axis differs from its original direction. The inverse kinematics algorithm is omitted here.
SkeletonPX2 'SKP2' { long name_entry float3 z_pos :5 long flip float bone_length[2] :0 float3 joint1_scale :1 float3 joint2_scale :2 float3 effector_pos :3 float3 axis :4 long num_of_children1 node children1[num_of_children1] long num_of_children2 node children2[num_of_children2] long num_of_children_e node children_e[num_of_children_e] }
Defines Skeleton. Skeleton is the node used for processing inverse kinematics. "axis" is a vector indicating the extent to which the Z axis differs from its original direction. The difference between SkeletonPx2 and Skeleton2d2 is that SkeletonPx2 can specify the Z axis direction by using z_pos. The inverse kinematics algorithm is omitted here.
SkeletonUV2 'SKU2' { long name_entry float3 resplane_pos :5 long flip float bone_length[2] :0 float3 joint1_scale :1 float3 joint2_scale :2 float3 effector_pos :3 float3 axis :4 long num_of_children1 node children1[num_of_children1] long num_of_children2 node children2[num_of_children2] long num_of_children_e node children_e[num_of_children_e] }
Defines Skeleton. Skeleton is the node used for processing inverse kinematics. "axis" is a vector indicating the extent to which the Z axis differs from its original direction. The difference between SkeletonUv2 and Skeleton2d2 is that SkeletonUv2 can specify the Y axis direction by using resplane_pos. The inverse kinematics algorithm is omitted here.
Switch 'SWCH' { long name_entry long which_choice :0 long num_of_choice node choice[num_of_choice] }
Switch selects the node specified by which_choice. When which_choice is 0xFFFFFFFF, no "choice" is selected.
Texture 'TXTR' { long name_entry node image node lut short scaling_s short scaling_t char mipmap # 0: Do not use MipMap # 1: Use MipMap char texture_detail # 0: clamp # 1: sharp # 2: detail char filter # 0: nearest # 1: bilinear # 2: average char perspective_correction # 0: No perspective correction # 1: Do perspective correction char yuv_color_convert # 0: Do not use YUV color conversion # 1: Use YUV color conversion char num_of_tiles # The maximum is 7 tiles.(For the sake of "run time" optimization) { long texel_offset char format # 0: I4 # 1: I8 # 2: IA31 # 3: IA44 # 4: IA88 # 5: RGBA5551 # 6: RGBA8888 # 7: YUV # 8: CI4 # 9: CI8 char lut_offset # The actual LUT offset is the sum of the Texture's lut_offset # and the tile's lut_offset. short stride # The width of the title in "word" units long s0 :0 ( index = tile number) long t0 :1 ( index = tile number) long s1 :2 ( index = tile number) long t1 :3 ( index = tile number) char clamp_mode_s # &1: mirror # &2: clamp char clamp_mode_t # The same as clamp_mode_s char shift_s char shift_t char mask_s char mask_t } tile[num_of_tiles] }
Defines the Texture. The image and the color table are not defined in the Texture node. What mainly is defined is tilerelated information. It is assured that the order of fields of Animation s0, t0, s1, t1 is as follows: s0[0], t0[0], s1[0], t1[0], s0[1], t0[1], s1[1], and t1[1].
TextureImage 'TXIM' { long name_entry long segment short offset0 short size0 char8 texel0[size0] short offset1 short size1 char8 texel1[size1] }
Defines the texture image.
TextureLUT 'TLUT' { long name_entry char segment char format # 0:RGBA5551 # 1:IA88 short lut_size short lut[lut_size] }
Defines the texture color table.
TransformInfo 'XFMI' { long name_entry output: float3 global_scale :0 float3 global_cls_scale :1 float3 global_position :2 float9 global_orientation :3 float9 scaled_orientation :4 }
This does nothing, but it is used when referencing the coordinate transformation inforamtion.
Translation 'XLAT' { long name_entry float3 translation :0 long num_of_children node child[num_of_children] }
Translation specifies the translation. All children are influenced by this coordinate transformation.
VertexInterpolator 'VTXI' { long name_entry long segment # The segment number of the vertex storage buffer. # The following is the coordinate information short coord_interpolation_type; # 0: constant # 1: linear short num_of_coord_tables # When num_of_coord_tables is set to 1, the coord component is not interpolated. short num_of_coords { float key short3 coord[num_of_coords] } coord_table[num_of_coord_tables] # The following is the normal line information short normal_interpolation_type; # 0: constant # 1: linear short num_of_normal_tables # When num_of_normal_tables is set to 1, # the normal component is not interpolated. short num_of_normals { float key char4 normal[num_of_normals] } normal_table[num_of_normal_tables] # The following is the texture coordinate informtion short tex_coord_interpolation_type; # 0: constant # 1: linear short num_of_tex_coord_tables # When num_of_tex_coord_tables is set to 1, # the tex_coord component is not interpolated. short num_of_tex_coords { float key short2 tex_coord[num_of_tex_coords] } tex_coord_table[num_of_tex_coord_tables] # The following information is for vertex setup. short num_of_vertices { short coord_index short normal_index short tex_coord_index } index[num_of_vertices] # The following information is for triangle setup. long num_of_vertex_groups { short vertex_offset char vertex_cache_offset char vertex_load_count char num_of_rgba_modification { char vertex_index char4 rgba } rgba_modification[num_of_rgba_modification] char num_of_st_modification { char vertex_index short2 st } st_modification[num_of_st_modification] char num_of_xy_modification { char vertex_index short2 xy } xy_modification[num_of_xy_modification] char num_of_z_modification { char vertex_index long z } z_modification[num_of_z_modification] char modify_primitive_color( 0:No Modificarion, 1:Modification) long primitive_color[modify_primitive_color] long num_of_triangles char3 triangle[num_of_triangle] } vertex_group[num_of_vertex_groups] }
Defines the interpolation vertices. These are used in AnimatedGeometry.
ambient  255  255  255  255 
diffuse  255  255  255  255 
emission  255  255  255  255 
env_color_mode  emission is output to env_color 
In other words, TriColor is always white.
Large textures
In NVF, textures which exceed 4KB cannot be used. Such large textures are split by converters like niff2nvf.
Increased number of nodes
NVF displays a scene by taking nodes with very small functions and combining them together. Therefore, a scene which is simply converted from NIFF to NVF has many meaningless nodes. This increase in the number of nodes leads to an increase in processing time by the viewer's CPU and lowers the viewer's frame rate.
The applicable range of ClassicScale
Most Skeletons and Constraints are not influenced by ClassicScale. Rather, these nodes are influenced by Scale.