char.lgp inventory
char.lgp inventory
The archive every field character comes out of. The counts matter because they set the scale of the naming problem this wiki exists to solve.
| Contents | Count |
|---|---|
Skeletons (.hrc) |
380 |
Meshes (.rsd rows in the community index) |
2,581 |
| Skeletons that are exactly the standard 21-bone humanoid | 179 |
| Skeletons that are that humanoid plus extra joints | 28 |
| Skeletons carrying a model name every one of their meshes agrees on | 71 |
| Humanoid animations with no name anywhere | 1,840 |
How much is verified
Of 380 skeleton rows in the community index, 370 agreed with the .hrc file's own
:SKELETON name and 10 were rejected. Of 2,581 mesh rows, none named a member the
archive does not have, and none named a mesh no skeleton references.
Animation names are not baked from that index: the attribution does not survive contact with the archive. This is why 1,840 animations are listed as unnamed rather than optimistically labelled.
Consequences for this wiki
Naming is editorial work, and this is the archive that proves it. Roughly 71 skeletons
arrive with a defensible name; everything else is a judgement someone has to make and
record. That is what an entity's assets.field_models block is for — see
[[canon/person/cloud-strife]] — and why bindings outside the playable cast are usually
marked certainty: inferred.
No blink/talk pairing is recorded anywhere in the archive either: no file says which closed-eye texture belongs to which open-eye one. Those pairings only exist where a person has matched them by hand.
Not here
The member list itself. It belongs in _index/ as a generated table, not typed into a
note — see _index/README.md.
Facts
- Relates to
- Source
- measured
- Status
- verified
- Targets
- pc-1998
- pc-steam
- Updated
- 2026-08-21
technical/archive/char-lgp