P3D File Format - ODOLV7: Difference between revisions

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= General =
 
 
== Legend ==


===Legend===
see [[Generic FileFormat Data Types]]
see [[Generic FileFormat Data Types]]


===Intro===


====CompressedStruct====
== CompressedStructures ==
 
(potentially) compressed arrays are endemic to most blocks contained in a p3d.
 
<syntaxhighlight lang="cpp">
CompressedStruct
{
ulong Count;
<type> Array[Count];
};
</syntaxhighlight>
 
if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The '''resulting''' array will be expanded using lzh compression exactly as found in pbo's (for instance)


ODOL7 uses (potentially) compressed arrays.
After decompression, the Count remains the same because it is a count of the arraytype.


This obviously slows the engine down during loading. At the time of CWC development, game file sizes were important.
For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.


(potentially) compressed arrays are contained in a CompressedStruct


CompressedStructs are endemic to most blocks contained in the p3d.
Thus for various Array <types>
* ulong Array:    > 255  // 1024 /  sizeof(ulong)
* float thing[2]: > 127  // 1024 / 2*sizeof(float)
* SomeStructure:  >      // count * sizeof (SomeStructure) > 1023


CompressedStruct
{
  ulong  Count;
  <type> Array[Count];
};


Note that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length.


if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The '''resulting''' array will be expanded using lzh compression exactly as found in pbo's (for instance)


After de-compression, the Count remains the same because it is a count of the arraytype.
= Odol7Stuct =
 
See [[P3D Model Info]].
<syntaxhighlight lang="cpp">
ODOLV7
{
StandardP3DHeader Header;
LodStruct Lods[Header.LodCount];
ModelInfo ModelInfo;
};
</syntaxhighlight>
 


For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.
== StandardP3DHeader ==


<syntaxhighlight lang="cpp">
StandardP3DHeader
{
char Signature[4]; //"ODOL" (vs MLOD eg)
ulong Version; // 7
ulong LodCount; // at least one
}
</syntaxhighlight>


Thus for various Array <types>
*ulong Array:    > 255  // 1024 /  sizeof(ulong)
*float thing[2]: > 127  // 1024 / 2*sizeof(float)
*SomeStructure:  >      // count * sizeof (SomeStructure) > 1023


== LodStruct ==


Note that potentially compressed arrays in these structures only have an known output length.
See:
the decompressor therefore must work on infinite input length.
* {{Link|#VertexTable}}
see example decompression at end of document
* {{Link|#Textures}}
* [[P3D Lod Edges]]
* [[P3D Lod Faces]]
* [[P3D Lod Sections]]
* [[P3D Named Selections]]
* {{Link|#NamedProperty}}
* [[P3D Lod Frames]]
* [[P3D Lod Proxies]]


===Odol7Stuct===
ODOLV7
{
  StandardP3DHeader Header;
  LodStruct Lods[Header.LodCount];
  struct    ModelInfo;            //see [[P3D Model Info]]
};


====StandardP3DHeader====
<syntaxhighlight lang="cpp">
StandardP3DHeader
LodStruct
{
{
  char      Signature[4];     ''//"ODOL"''
VertexTable VertexTable;
  ulong     Version;           ''// 7''
float UnknownFloat1;
  ulong     LodCount;         ''// at least one''
float UnknownFloat2;
}
XYZTriplet MinPos;
XYZTriplet MaxPos;
XYZTriplet AutoCenterPos;
float UnknownFloat3;
Textures Textures;
LodEdges LodEdges;
ulong NoOfFaces;
ulong OffsetToLodSections;
LodFace LodFaces[NoOfFaces]; // ie polygons
ulong nSections;
LODSection LODSections[nSections];
ulong nNamedSelections;
NamedSelection NamedSelections[nNamedSelections];
ulong nTokens;
NamedProperty NamedProperties[nTokens];
ulong nFrames;
Frame Frames[nFrames];
ulong IconColor;
ulong SelectedColor;
ulong Unknown;
ulong nProxies;
LodProxy LodProxies[nProxies];
};
</syntaxhighlight>


===LodStruct===
=== VertexTable ===
LodStruct
{
  VertexTable    VertexTable;
  UVPair        UnknownUV; // just a guess         
  XYZTriplet    MinPos;
  XYZTriplet    MaxPos;
  XYZTriplet    AutoCenterPos;
  float          UnknownFloat;
  Textures      Textures;
  VertexIndices  VertexIndices;
  ulong          NoOfFaces;
  ulong          OffsetToLodSections;
  LodFace        LodFaces[NoOfFaces];              // ie polygons see [[P3D Lod Faces]]
  ulong          nSections;
  LODSection    LODSections[nSections];            // see [[P3D Lod Sections]]
  ulong          nNamedSelections;
  NamedSelection NamedSelections[nNamedSelections]; // see [[P3D Named Selections]]
  ulong          nTokens;
  NamedProperty  NamedProperties[nTokens];
  ulong          nFrames;
  Frame          Frames[nFrames];                  // see [[P3D Lod Frames]]
  ulong          IconColor;
  ulong          SelectedColor;
  ulong          Unknown;
  ulong          nProxies;
  LodProxy      LodProxies[nProxies];              // see [[[P3D Lod Proxies]]
};


===VertexTable===
See [[P3D Point and Face Flags]].
  struct
<syntaxhighlight lang="cpp">
  {  
struct
    ulong       Count;            
{  
    ulong       PointFlags[Count]; // compressed. see [[P3D Point Flags]]
ulong Count;
    ulong       Count;            
ulong PointFlags[Count]; // compressed
    UVPair     UV1[Count];         // compressed  
ulong Count;
    ulong       Count;            
UVPair UV1[Count]; // compressed  
    XYZTriplet Points[Count];     // UNcompressed
ulong Count;
    ulong       Count;            
XYZTriplet Points[Count]; // UNcompressed
    XYZTriplet Normals[Count];     // UNcompressed
ulong Count;
  }
XYZTriplet Normals[Count]; // UNcompressed
}
</syntaxhighlight>


*Count is the same value for all four tables.
*Count is the same value for all four tables.


====UVPair====
=== Textures ===
struct
{
  float U,V;
}


===Textures===
<syntaxhighlight lang="cpp">
  struct
struct
  {
{
  '''ulong'''  Count;
ulong Count;
  '''asciiz''' Textures[...];         ''// "data/1.paa\0data/2.paa\0"...
asciiz Textures[...]; // "data/1.paa\0data/2.paa\0"...
  }
}
</syntaxhighlight>


Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.
Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.


===VertexIndices===
=== NamedProperty ===
struct
{
  '''ulong'''  Count;           
  '''ushort''' MlodIndex[Count];                  //Compressed
  '''ulong'''  nVerticesStructs;                  //same value as any of the VerticesStruct.Counts''
  '''ushort''' VerticesStructNum[nVerticesStructs];//Compressed
}


For each of the VerticesStructs (0..Count-1) there is a lookup into the MlodIndex
<syntaxhighlight lang="cpp">
'''MLOD'''vertexindex = MlodIndex[ VerticesStructNum[Count] ];''
struct
{
Asciiz Property; // e.g "noshadow" = "1"
Asciiz Value;
}
</syntaxhighlight>


Tables are used to join vertices. Each face has got 3 or 4 vertices that are unique for each face Eg. Every vertex is owned only by 1 face.


===NamedProperty===
= Related Page(s) =
  struct
  {
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
  }


== LZ in ODOL ==


=Related Page(s)=
==LZ in ODOL==
see [[Compressed LZSS File Format]]
see [[Compressed LZSS File Format]]


[[BIS_File_Formats#3D_Model_File_Formats|Model File Formats]]
[[BIS File Formats#3D Model File Formats|Model File Formats]]
 
 
[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]

Latest revision as of 17:43, 4 January 2023

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General

Legend

see Generic FileFormat Data Types


CompressedStructures

(potentially) compressed arrays are endemic to most blocks contained in a p3d.

CompressedStruct
{
	ulong	Count;
	<type>	Array[Count];
};

if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The resulting array will be expanded using lzh compression exactly as found in pbo's (for instance)

After decompression, the Count remains the same because it is a count of the arraytype.

For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.


Thus for various Array <types>

  • ulong Array: > 255 // 1024 / sizeof(ulong)
  • float thing[2]: > 127 // 1024 / 2*sizeof(float)
  • SomeStructure: > // count * sizeof (SomeStructure) > 1023


Note that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length.


Odol7Stuct

See P3D Model Info.

ODOLV7
{
	StandardP3DHeader	Header;
	LodStruct			Lods[Header.LodCount];
	ModelInfo			ModelInfo;
};


StandardP3DHeader

StandardP3DHeader
{
	char	Signature[4];	//"ODOL" (vs MLOD eg)
	ulong	Version;		// 7
	ulong	LodCount;		// at least one
}


LodStruct

See:


LodStruct
{
	VertexTable		VertexTable;
	float			UnknownFloat1;
	float			UnknownFloat2;
	XYZTriplet		MinPos;
	XYZTriplet		MaxPos;
	XYZTriplet		AutoCenterPos;
	float			UnknownFloat3;
	Textures		Textures;
	LodEdges		LodEdges;
	ulong			NoOfFaces;
	ulong			OffsetToLodSections;
	LodFace			LodFaces[NoOfFaces]; // ie polygons
	ulong			nSections;
	LODSection		LODSections[nSections];
	ulong			nNamedSelections;
	NamedSelection	NamedSelections[nNamedSelections];
	ulong			nTokens;
	NamedProperty	NamedProperties[nTokens];
	ulong			nFrames;
	Frame			Frames[nFrames];
	ulong			IconColor;
	ulong			SelectedColor;
	ulong			Unknown;
	ulong			nProxies;
	LodProxy		LodProxies[nProxies];
};

VertexTable

See P3D Point and Face Flags.

	struct
	{ 
	ulong		Count;
	ulong		PointFlags[Count];	// compressed
	ulong		Count;
	UVPair		UV1[Count];			// compressed 
	ulong		Count;
	XYZTriplet	Points[Count];		// UNcompressed
	ulong		Count;
	XYZTriplet	Normals[Count];		// UNcompressed
	}
  • Count is the same value for all four tables.

Textures

struct
{
ulong	Count;
asciiz	Textures[...]; // "data/1.paa\0data/2.paa\0"...
}

Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.

NamedProperty

struct
{
	Asciiz Property; // e.g "noshadow" = "1"
	Asciiz Value;
}


Related Page(s)

LZ in ODOL

see Compressed LZSS File Format

Model File Formats