P3D File Format - ODOLV7: Difference between revisions

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= General =


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


===Intro===
== Legend ==


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


ODOL7 uses (potentially) compressed arrays.


This obviously slows the engine down during loading. At the time of CWC development, game file sizes were important.
== CompressedStructures ==


(potentially) compressed arrays are contained in a CompressedStruct
(potentially) compressed arrays are endemic to most blocks contained in a p3d.
 
CompressedStructs are endemic to most blocks contained in the p3d.
 
CompressedStruct
{
  ulong  Count;
  <type> Array[Count];
};


<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)
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.
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'.
For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.
Line 31: Line 29:


Thus for various Array <types>
Thus for various Array <types>
*ulong Array:    > 255  // 1024 /  sizeof(ulong)
* ulong Array:    > 255  // 1024 /  sizeof(ulong)
*float thing[2]: > 127  // 1024 / 2*sizeof(float)
* float thing[2]: > 127  // 1024 / 2*sizeof(float)
*SomeStructure:  >      // count * sizeof (SomeStructure) > 1023
* 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.
see example decompression at end of document


===Odol7Stuct===
Note that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length.
ODOLV7
{
  StandardP3DHeader Header;
  LodStruct Lods[LodCount];
  float    Resolution[LodCount];
  struct    ModelInfo;
};


====StandardP3DHeader====
StandardP3DHeader
{
  char      Signature[4];      ''//"ODOL"''
  ulong    Version;          ''// 7''
  ulong    LodCount;          ''// at least one''
}


===LodStruct===
= Odol7Stuct =
LodStruct
{
  struct        VerticesStruct;
  struct        UnknownStruct; // contains some max/min vertices positions
  struct        TexturesStruct;
  struct        VertexIndices;
  ulong          NoOfFaces;
  ulong          OffsetToSectionStruct;
  Face          Faces[NoOfFaces];
  ulong          nSections;
  LODSection    LODSections[nSections];
  ulong          nNamedSelections;
  NamedSelection NamedSelections[nNamedSelections];
  ulong          nNamedProperties;
  NamedProperty  NamedProperties[nNamedProperties];
  ulong          nFrames;
  Frame          Frames[nFrames];
  ulong          IconColor;
  ulong          SelectedColor;
  ulong          Unknown;
  ulong          nProxies;
  ProxyStruct    ProxyStructs[nProxies]; 
};


===VerticesStruct===
See [[P3D Model Info]].
  VerticesStruct
<syntaxhighlight lang="cpp">
  {
ODOLV7
    CompressedStruct PointFlags //(vertices)
{
    {
StandardP3DHeader Header;
    ulong Count;              // see [[P3D Point(Vertex) Flags]]
LodStruct Lods[Header.LodCount];
    ulong PointFlag[Count];   
ModelInfo ModelInfo;
    }
};
    CompressedStruct UVset
</syntaxhighlight>
    {
    ulong  Count;             ''// if > 127 then array is compressed
    UVPair UVsets[Count];      
    }
    struct Points // (Vertices)
    {
    ulong      Count;             
    XYZTriplet Point[Count];  
    }
    struct Normals
    {
    '''ulong''' Count;            
    '''float''' Normals[Count][3];  ''// XZY
    }
  }


*Count is the same value for all four tables.
*The Position and Normals tables appear to be always uncompressed raw data.


====UVPair====
== StandardP3DHeader ==
UVSet
{
  float U,V;
}
===UnKnownStruct===
UnKnownStruct
{
  UVPair      UnknownUV; // just a guess         
  XYZTriplet  MinPos;
  XYZTriplet  MaxPos;
  XYZTriplet  AutoCenterPos;
  float        UnknownFloat;
}


===TexturesStruct===
<syntaxhighlight lang="cpp">
  struct Textures
StandardP3DHeader
  {
{
  '''ulong'''  Count;
char Signature[4]; //"ODOL" (vs MLOD eg)
  '''asciiz''' Textures[...];         ''// "data/1.paa\0data/2.paa\0"...
ulong Version; // 7
  }
ulong LodCount; // at least one
}
</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.


===VertexIndices===
== LodStruct ==
VertexIndices
{
  CompressedStruct
  {
  '''ulong'''  Count;            ''// if > 511 etc'' 
  '''ushort''' MlodIndex[Count];
  }
  CompressedStruct
  {
  '''ulong'''  nVerticesStructs;          ''// same value as any of the VerticesStruct.Counts''
  '''ushort''' VerticesStructNum[nVerticesStructs];
  }
}


For each of the VerticesStructs (0..Count-1) there is a lookup into the MlodIndex
See:
'''MLOD'''vertexindex = MlodIndex[ VerticesStructNum[Count] ];''
* {{Link|#VertexTable}}
* {{Link|#Textures}}
* [[P3D Lod Edges]]
* [[P3D Lod Faces]]
* [[P3D Lod Sections]]
* [[P3D Named Selections]]
* {{Link|#NamedProperty}}
* [[P3D Lod Frames]]
* [[P3D Lod Proxies]]


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.


<syntaxhighlight lang="cpp">
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];
};
</syntaxhighlight>


===Face===
=== VertexTable ===
Face
{
  '''ulong'''  FaceFlags;
  '''short'''  TextureIndex;
  '''byte'''  nVertices;  // 3==Triangle or 4==Box
  '''ushort''' VerticesIndex[nVertices];
}


See [[P3D Point and Face Flags]].
<syntaxhighlight lang="cpp">
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
}
</syntaxhighlight>


===LODSection===
*Count is the same value for all four tables.
  LODSection
  {
    ulong  FaceLowerIndex;
    ulong  FaceUpperIndex;
    ulong  UserValue;
    short  TextureIndex;      // as per Face struct
    ulong  (ODOL)FaceFlags;    // as per Face struct
  }


The TextureIndex is a zero based array. If set to -1, there are no textures for this face or section
=== Textures ===


===NamedSelection===
<syntaxhighlight lang="cpp">
NamedSelection
struct
{
{
  '''asciiz''' name;
ulong Count;
  CompressedStruct VerticesIndexes
asciiz Textures[...]; // "data/1.paa\0data/2.paa\0"...
  {
}
  '''ulong'''  Count;                  ''// if > 511 then array is compressed
</syntaxhighlight>
  '''ushort''' Vertices[Count];
  }
  CompressedStruct UnknownUshort
  {
  '''ulong'''  Count;                 ''// if > 511 then array is compressed
  '''ushort'''  Unknown[Count];
  }
  CompressedStruct UnknownUlong
  {
  '''ulong''' Count;                    ''// if > 255 then array is compressed
  '''ulong''' Unknown[Count];
  }
  '''byte''' IsSectional;
  CompressedStruct UnknownUlong2
  {
  '''ulong''' Count;                    ''// if etc
  '''ulong''' Unknown[Count];
  }
  CompressedStruct Faces
  {
  '''ulong''' Count;                    ''// if etc
  '''ushort''' Faces[Count];
  }
  CompressedStruct TextureWeights      // probably
  {
  '''ulong''' Count;                    ''// if etc
  '''byte''' TextureWeights[Count];
  }
};


see NamedSelection in [[P3D File Format - MLOD P3DM]] for description of TextureWeights
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===
=== NamedProperty ===


  NamedProperty
<syntaxhighlight lang="cpp">
  {
struct
    '''asciiz''' Name; ''// "noshadow\0"
{
    '''asciiz''' Value; ''//"1\0"'
Asciiz Property; // e.g "noshadow" = "1"
  };
Asciiz Value;
}
</syntaxhighlight>


===Frame===
    Frame
    {
      float      FrameTime;
      ulong      nBones;      //same as any  VerticesStruct.Count
      XYZTriplet BonePos[nBones];
    };


===ProxyStruct===
= Related Page(s) =
ProxyStruct
{
  asciiz          Name;
  TransformMatrix Transform;//see [[Generic FileFormat Data Types]]
  ulong          Indices[2];
}


==ModelInfo==
== LZ in ODOL ==
ModelInfo
{
  ulong      Index;            // typically 02 01 00 00
  float      Pair[2];          // typically 48 74 07 3F  : 48 74 07 3F . pair is often the same
  ulong      Unknown;          // typically 00 00 00 00
  ulong      PointFlags1        // typically 00 00 00 00
  ulong      PointFlags2        // typically same as user point flags
  XYZTriplet offset;            // model offset (unknown functionality)
  ulong      mapIconColor;      // RGBA 32 color
  ulong      mapSelectedColor;  // RGBA 32 color
  ulong      UnknownColor;      // RGBA 32 color?
  XYZTriplet bboxMinPosition;  // minimum coordinates of bounding box
  XYZTriplet bboxMaxPosition;  // maximum coordinates of bounding box
  XYZTriplet wrpModelOffset;    // offset value to apply when object is placed on a WRP
  XYZTriplet offset2;          // another offset value (unknown functionality)sometimes same as offset
  XYZTriplet offset3;          // another offset value (unknown functionality)sometimes same as offset
  float      fArray[9];        // a mixture of floats and index values
  bytes      UnknownFlags[6];  // typically 01 00 00 01 00 16
  ulong      Count;
  float      Array[Count];      // potentially compressed
  float      Mass;
  XYZTriplet Unknown1;          // almost consistently  F9 02 15 50 : 00 00 48 43 : 0A D7 A3 3B ... 1e14, 200.0, 0.005
  ulong      Unknown2[3];      // generally FF FF FF FF FF FF FF FF FF FF FF FF
}


===LZ in ODOL===
see [[Compressed LZSS File Format]]
see [[Compressed LZSS File Format]]


=Related Page(s)=
[[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