Archiveverified

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

Source
  • measured
Status
  • verified
Targets
  • pc-1998
  • pc-steam
Updated
  • 2026-08-21

technical/archive/char-lgp