P3D File Format - ODOLV40 Obsolete: Difference between revisions
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The following information has been provided by BxBx and included by Mikero | The following information has been provided by BxBx and included by Mikero | ||
== Legend == | |||
''//Legend | ''//Legend | ||
''//byte = 1 char = 8 bits | ''//byte = 1 char = 8 bits | ||
Line 9: | Line 12: | ||
''//float = 4 bytes (single precision) | ''//float = 4 bytes (single precision) | ||
''//bool8 = 1 byte = 8 bits; boolean; 0 or 1 | ''//bool8 = 1 byte = 8 bits; boolean; 0 or 1 | ||
== basics == | |||
Blocks in Odol V40 are quite similar to Odol v7 but placed in reverse order. | Blocks in Odol V40 are quite similar to Odol v7 but placed in reverse order. | ||
Line 22: | Line 28: | ||
Beginning of file (Header signature) | Beginning of file (Header signature) | ||
== HeaderTop == | |||
struct OdolV40 | struct OdolV40 | ||
{ | { | ||
char signature[4] ''//''ODOL'' | char signature[4] ''//''ODOL'' | ||
long | long Version ''//0x28, 40 dec | ||
long lod_count | long lod_count | ||
== other == | |||
float resolutions[lod_count] | float resolutions[lod_count] | ||
Line 139: | Line 151: | ||
normals and the other data follow ,but this is in progress | normals and the other data follow ,but this is in progress | ||
} | } | ||
I cannot find face.texture_index | I cannot find face.texture_index information, in M16A4 are only 2 textures and I texture it handly by original UVsets. | ||
====links==== | ==== links ==== | ||
1st ARMA MLOD | 1st ARMA MLOD {{Link|link= http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=33da82892e475977188fcee7f913b54f;act=ST;f=76;t=64271|text= M16A4 on BIForum}} | ||
OFP [[ODOL|ODOLv7]] | OFP [[ODOL|ODOLv7]] | ||
More about LZ compresion [[ODOL|ODOLv7]] | More about LZ compresion [[ODOL|ODOLv7]] | ||
[[Category:BIS_File_Formats]] | |||
{{GameCategory|arma1|File Formats}} |
Latest revision as of 16:24, 4 January 2023
The following information has been provided by BxBx and included by Mikero
Legend
//Legend //byte = 1 char = 8 bits //int = 4 byte = 32 bits; signed integer //ulong = unsigned long, 4 bytes //ushort = unsigned short 2 bytes //asciiz = variable length zero terminated string. //float = 4 bytes (single precision) //bool8 = 1 byte = 8 bits; boolean; 0 or 1
basics
Blocks in Odol V40 are quite similar to Odol v7 but placed in reverse order. Resolution table, LOD tables last to first The same LZ compression is used for LODs as ODOL v7 known data: Beginning of file (Header signature)
HeaderTop
struct OdolV40 { char signature[4] //ODOL long Version //0x28, 40 dec long lod_count
other
float resolutions[lod_count] { long u1; float u2,u3,u4 } // unknown data, same data follows on end of ODOL v7 byte u5[139]; // unknown data , still same length as v7 Asciiz skeleton_name // Note: A Skeleton may not exist if (*skeleton_name) { bool u6 // 8bit boolean // value 1 or 0 int bone_count struct bones[bone_count] { Asciiz bone1,bone2; } } char u7[0x26] // unknown data Asciiz modelclass, modelparent // I think purpose this data found values 'houseno' //housebuilding',.... char u8[5] // unknown data bool8 exist_anims if (exist_anims) { int anims_count struct anims[anims_count] { int type // 0,4,9 // rotation,move,.., i dont check it yet Asciiz name,parent float tr[6] // transformations values if (type!=9) int u9 } } unknowdata[unknowlength] // handle seek struct lod[lod_count] { int vertices count bool8 ub1 if (ub1) char uch[11] // unknow data char uch[0x29] // unknow data int textures_count Asciiz texture[textures_count] int materials_count struct materials[materials_count] { Asciiz name char uch[0x85] // unknowdata // some float values int textures_count struct textures_in_material[textres_count] { int u10 // value 3 still Asciiz t_name int u11 // self increment value // 0,1,2,3,4,... } char uch[0x34*textres_count] // some struct with same length //as textures_in_material // I dont work with material now, I skip it. } if ( textures_count>0 ) char uch[7]; bool8 ub // unknown value int faces_count char u12[6] struct faces[6] { char dot_count unsigned short dot_vertice_index[dot_count] } unknowdata[ubknowlength] int components_count struct components[components_count] { char *name; int selected_faces_count ushort selected_faces[selected_faces_count] // if selected_faces_count > 0x100 // then compresed by LZ int u14; ushort u15[u14] bool8 ub if (ub) int u16 char uch[3] bool8 ub2 int selected_vertices_count ushort selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100 // then compresed by LZ int u17 char uch[u17]; } int named_properties_count struct named_properties[named_properties_count] { char * name,*value } unknowdata[mostly 0x15 , but not every time] int vertices_count // again same value bool8 ub if (ub) { struct UV[vertices_count] {float u,v} if count > 127 then LZ } else char uch[8] int u[18] int vertices_count struct vertices_pos[verices_count]{float x,y,z} normals and the other data follow ,but this is in progress }
I cannot find face.texture_index information, in M16A4 are only 2 textures and I texture it handly by original UVsets.
links
1st ARMA MLOD M16A4 on BIForum (dead link) OFP ODOLv7 More about LZ compresion ODOLv7