No file loaded. Provide a .bin Mode2/2352 image (a raw PROT.DAT won't do - scene names come from CDNAME.TXT).
How to use it. Load a disc, choose a location, then click a card in the cast grid. Each card is labelled with the first line that character says to you - the game has no other name for most of them. The side panel spins the model, scrubs its idle clip frame by frame, snaps back to the rest pose, and downloads the posed model as a textured .glb.
About this data - how an NPC is put together, naming, what is held back

How an NPC is put together

There is no "NPC file" on the disc. An NPC is one entry in a scene's placement list, which points at four things:

  • a model in the scene's own mesh pool, shipped as joint-local pieces;
  • an animation clip from the scene's own bundle - frame 0 is the resting stance, and the clip is what assembles the pieces into a body;
  • a tile the character stands on;
  • the script it runs when you talk to it, in the field script VM.

Its only real "name" is the first line it says to you, which is what this page labels the cards with. The models draw with the disc's baked colours and no light source, as on the console; NPC palettes share one row of video memory across a scene, which is why several townsfolk in one place look like recolours of each other.

Who is held back

Two casts are not in the grid. Party members and the save crystal come from a global pool rather than the scene (see the characters page), and a handful of story actors ship no clip to pose them with, so they are counted in the status line rather than shown as a pile of parts.