P3D File Format - ODOLV4x: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (url to [P3D Model Info])
 
(61 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{unsupported-doc}}
{{TOC|side}}
{{Feature|UnsupportedDoc}}
== Introduction ==
 
=== Acknowledgements ===


== Introduction ==
===Acknowledgements===
This body of work is due to Synide's sweat and tears. To whom, all honour and glory.
This body of work is due to Synide's sweat and tears. To whom, all honour and glory.
Ably assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.
Ably assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.


===General===
=== General ===
 
The general format of an ArmA ODOLV4x p3d model is similar to the ODOLV7 format. The '''major''' differences are that ArmA models have
The general format of an ArmA ODOLV4x p3d model is similar to the ODOLV7 format. The '''major''' differences are that ArmA models have


Line 14: Line 17:
==== Legend ====
==== Legend ====
see [[Generic FileFormat Data Types]]
see [[Generic FileFormat Data Types]]
==== Relative Coordinates ====
==== Relative Coordinates ====
All coordinates are '''relative''' to [[P3D Model Info|ModelInfo]].CentreOfGravity
All coordinates are '''relative''' to [[P3D Model Info|ModelInfo]].CentreOfGravity


====File Paths====
==== File Paths ====
 
The PrefixRoot\ folder.
The PrefixRoot\ folder.


Life for modellers would be far less tedious if filenames could also be relative to the p3d they are encountered in. Altering or moving or renaming the pbo (and specifically it's prefix) would not alter the relative location of the paa's it contains.
Life for modellers would be far less tedious if filenames could also be relative to the p3d they are encountered in. Altering or moving or renaming the pbo (and specifically it is prefix) would not alter the relative location of the paa's it contains.


BI choose to use hard-wired Pbo-Prefix-addressing ONLY.  
BI choose to use hard-wired Pbo-Prefix-addressing ONLY.  
Line 44: Line 46:


The immediate (and unfortunate) impression is that there is an A10 folder inside the official CA.pbo addon.
The immediate (and unfortunate) impression is that there is an A10 folder inside the official CA.pbo addon.
In fact, the prefix of the A10.pbo = "ca\A10". Thus this reference is to the A10.pbo within which, is a agm65.p3d in it's root folder. (and again, this reference is in fact an extraneous reference to itself since the referring p3d (A10.p3d) is in the same pbo)
In fact, the prefix of the A10.pbo = "ca\A10". Thus this reference is to the A10.pbo within which, is a agm65.p3d in it is root folder. (and again, this reference is in fact an extraneous reference to itself since the referring p3d (A10.p3d) is in the same pbo)
===Versions===
 
=== Versions ===
 
This Document covers ODOL versions:
This Document covers ODOL versions:


====V40 (Arma1) ====
==== V40 ({{arma1}}) ====
 
* Original Arma1 binarised p3d


====V43 Arma2) ====
* Original {{arma1}} binarised p3d


• [[P3D Model Info|ModelInfo]] now has a 24 byte thermal profile appended, making it same as vbs2.
==== VBS2 ====
• [[P3D Model Info|ModelInfo]] now has a 24 byte thermal profile appended


• An extra byte at end of Skeleton structure: always 0
==== V43 (Arma2a) ====


* As per VBS2 plus
* An extra byte at end of Skeleton structure: always 0
* LZSS compression is still used at this level
* LZSS compression is still used at this level


====V47====
====V47 (Arma2b LZO) ====


As per V43 plus:
As per V43 plus:


all compressed blocks are LZO compressed
* all compressed blocks are LZO compressed
* CompressedMinMax block is now nMinMax*8 in size
* CompressedNormals block is now nNormals*4 in size
* LodFrame has 4 extra floats
* UVSet structure changed to:
<syntaxhighlight lang="cpp">
LodUV
{
float uvScaling[4];
ulong nVertices;
tbool DefaultFill;
if (DefaultFill)
float UV; // default fill for all nVertices
else
float UV[nVertices]; // potentially compressed
}
</syntaxhighlight>
 
==== V48 (Arma2c) ====
As per V47 plus:
* [[P3D Model Info|ModelInfo]] has a 4 byte appendix
 
Arma2c format is the mainstay of Arma2. Types 43 and 47 are rarely encountered being works-in-progress in the initial release.
 
==== V49 (Arrowhead) ====
As per V48. No known differences apart from version number


• CompressedMinMax block is now nMinMax*8 in size
==== V50 (Arrowhead DLC) ====


• CompressedNormals block is now nNormals*4 in size
Introduced in PMC and BAF DLC
* additional count after usedbones
*lodPointFlags swapped around


* LodFrame has 4 extra floats
==== V53 (Dayz) ====
*edges set to zero
 
*added Specular and Specular2  to rvmats
 
*added SpecularPower and SpecularPower2 stage info type 15 to rvmats
 
* added htMin,htMaz etc thermal info to rvmat stage infos (same as vbs)
*added disableCover
*added optional; bisurf data
 
==== V54 (Dayz) ====
bool added to [[P3D Model Info|ModelInfo]]


• UVSet structure changed to:
==== V52 (TOH) ====
intoduced in patch to BAF DLC, used mostly in TOH
*additional float after usedbones in each lod
* ModelInfo.PixelShaders additional 24 bytes
* LODFaceDefaults additional count and float
* LodStageTextures additional bool for type 11's


LodUV
==== V56 ({{arma3}}) ====
{
same as V52 Plus:
  float  uvScaling[4];
* thermal profile split into two chunks (same overall size as v52)
  ulong  nVertices;
* unknown byte indices increased from 12 to 14
  tbool  DefaultFill;
* animation class always four floats
  if (DefaultFill)
* physx data added at end of file
  float                        UV;              // default fill for all nVertices
  else
  float                        UV[nVertices];  // potentially compressed
}


==== V58 ({{arma3}}) ====
* prefix added to header
* default indicators added at end of headerinfo


====V48====
==== V59 ({{arma3}}) ====
* no genuine changes simply an alteration of the type value from 32 to 64 bits


As per V47 plus:
==== V60 ({{arma3}}) ====
* alteration to the physx data at end of file


• [[P3D Model Info|ModelInfo]] has a 4 byte appendix
==== V64 ({{arma3}}) ====
* Compressed sections no longer follow the 1024 byte rule, they now have a byte field for compressed or not


====V49 (ArmA2:OA) ====
==== V67 ({{arma3}}) ====
* LOD sections have an added 4 bytes and optional CollimatorInfo structure
* LOD struct has additional 4 bytes at the end and optional CollimatorInfo structure


As per V48. No known differences apart from version number
==== V68 ({{arma3}}) ====
----
* LOD struct has an additional byte at the end
==== V69 ({{arma3}}) ====
edges changed from shorts to longs
face structure changed from shorts to longs
face indices ditto
point_indices changed from shorts to longs
==== V70 ({{arma3}}) ====
float ModelInfo.lodDensityCoef added
==== V71 ({{arma3}}) ====
float  ModelInfo.drawImportance added
==== V72 ({{arma3}}) ====
float ModelInfo.explosionshielding added
==== V72 ({{arma3}}) ====
bool ModelInfo.disableCover added
==== V75 ({{arma3}}) ====
optional encrypted p3d signature


== File Format ==
== File Format ==
<syntaxhighlight lang="cpp">
ODOLv4x
{
StandardP3DHeader Header;
    struct ModelInfo;
Animations Animations;
ulong StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
ulong EndAddressOfLods  [Header.NoOfLods];
LODFaceDefaults LODFaceDefaults;
ODOLv40Lod ODOLv40Lods[Header.NoOfLods];
if (any arma3 type)
{
long Always0;
A3_Physx A3_Physx[...]; // optional if not v60
}
} // EndOfFile
</syntaxhighlight>


ODOLv4x
{
  StandardP3DHeader Header;
  ModelInfo        ModelInfo; // see [[P3D Model Info]]
  Animations        Animations;
  ulong            StartAdressOfLods[Header.NoOfLods];// offset relative to start of file.
  ulong            EndAdressOfLods  [Header.NoOfLods];
  LODFaceDefaults  LODFaceDefaults;
  ODOLv40Lod        ODOLv40Lods[Header.NoOfLods]; 
  }//EndOfFile


== Structures ==
== Structures ==
Line 114: Line 189:
=== StandardP3DHeader ===
=== StandardP3DHeader ===


struct
common header structure for all P3D file formats
{
 
  char[4] Filetype; // "ODOL"
<syntaxhighlight lang="cpp">
  ulong   Version;  // 40
struct
  ulong   NoOfLods; // alias NoOfResolutions;
{
}
char[4] Filetype; // "ODOL"
ulong Version;
 
if Version>=75 (arma3)
      ulong enc1;
      ulong enc2;
      if enc1 or enc2
        return encrypted
   
if Version>=58 (arma3)
      ulong appid;
  if Version==58 (arma3)
Asciiz P3dPrefix; // \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
ulong NoOfLods; // alias NoOfResolutions;
}
</syntaxhighlight>
 
An '''optional''' prefix declaring the actual location of the p3d was introduced for arma3 (2nd version). Idiotically, it means the p3d cannot be moved out of it is current pbo.
 
The prefix is optional in the sense that it may be null. ("\0")
 
[[P3D Model Info|ModelInfo]]


=== Animations ===


common header structure for all P3D file formats
<syntaxhighlight lang="cpp">
Animations
{
tbool AnimsExist;
if (AnimsExist)
{
ulong nAnimationClasses; // eg NoOfAnimSelections;
AnimationClass AnimationClasses[nAnimationClasses];


long NoOfResolutions; // is -1 if nAnimationClasses == 0
Bones2Anims Bones2Anims[NoOfResolutions];
Anims2Bones Anims2Bones[NoOfResolutions];
// For every bone there is a list of Animations for each resolution
// And, a reversed table of every Animation gets a Bone.
// The reversed table optionally appends axis info dependent on the AnimTransformType
}
}
</syntaxhighlight>


===Animations===
=== AnimationClass ===
Animations
{
  tbool            AnimsExist;
  if (AnimsExist)
  {
  ulong            nAnimationClasses; // eg NoOfAnimSelections;
  AnimationClass  AnimationClasses[nAnimationClasses];
  long            NoOfResolutions;// is -1 if nAnimationClasses == 0
  Bones2Anims      Bones2Anims[NoOfResolutions];
  Anims2Bones      Anims2Bones[NoOfResolutions];
  //For every bone there is a list of Animations for each resolution
  //And, a reversed table of every Animation gets a Bone.
  //The reversed table optionally appends axis info dependent on the AnimTransformType
  }
}


===AnimationClass===
<syntaxhighlight lang="cpp">
<code><nowiki>
AnimationClass
  AnimationClass
{
  {
ulong AnimTransformType;
    ulong       AnimTransformType;
asciiz AnimClassName; // "RightDoor"
    asciiz     AnimClassName; // "RightDoor"
asciiz AnimSource; // "rotor"
    asciiz     AnimSource;     // "rotor"
float MinMaxValue[2];
    float MinMaxValue[2];
float MinMaxPhase[2];
    float MinMaxPhase[2];
ulong junk; // used to be sourceAddress, no longer, always 953267991
    ulong sourceAddress;
IF ARMA3
    switch(AnimTransformType)
ulong Always0; // no idea what this is used for
    case 0://rotaton
ulong sourceAddress; // this is the actual source address, 0 = clamp, 1 = mirror, 2 = loop
    case 1://rotationX
endif
    case 2://rotationY
    case 3://rotationZ
      float angle[2];
      break;
    case 4://translation
    case 5://translationX
    case 6://translationY
    case 7://translationZ
      float offset[2];
      break;
    case 8: //"direct"
      float axisPos[3];
      float axisDir[3];
      float angle; //in radians whereas the model.cfg entry is in degrees
      float axisOffset;
      break;
    case 9: //"hide"
      float hideValue;
      break;
  }
</nowiki></code>


corresponds to model.cfg
switch(AnimTransformType)
class CfgModels
case 0://rotaton
{
case 1://rotationX
  ....
case 2://rotationY
case 3://rotationZ
  class whateverModel: Default
float angle0;
  {
float angle1;
  ...
break;
  class Animations
case 4://translation
  {
case 5://translationX
    class RightDoor //AnimClassName
case 6://translationY
    {
case 7://translationZ
      type = "translation";//AnimTransformType
float offset0;
      source = "rotor";   //AnimSource
float offset1;
      etc
break;
case 8: //"direct"
float axisPos[3];
float axisDir[3];
float angle; //in radians whereas the model.cfg entry is in degrees
float axisOffset;
break;
case 9: //"hide"
float hideValue;
break;
}




// corresponds to model.cfg
class CfgModels
{
// ...


class whateverModel : Default
{
// ...
class Animations
{
class RightDoor // AnimClassName
{
type = "translation"; // AnimTransformType
source = "rotor"; // AnimSource
// etc
};
};
};
</syntaxhighlight>


====Bones2Anims====
==== Bones2Anims ====
  Bones2Anims
  Bones2Anims
  {
  {
Line 203: Line 308:
   Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
   Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
  }
  }
====Bone2AnimClassList====
==== Bone2AnimClassList ====
  Bone2AnimClassList
  Bone2AnimClassList
  {
  {
Line 210: Line 315:
  }
  }


====Anims2Bones====
==== Anims2Bones ====
  Anims2Bones
  Anims2Bones
  {
  {
Line 216: Line 321:
  }
  }


====AnimBones====
==== AnimBones ====


every lod contains an identical list of animation entries that declare the position and axis of the each animation classes
every lod contains an identical list of animation entries that declare the position and axis of the each animation classes
Line 231: Line 336:
   /*
   /*
   ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.  
   ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.  
   ** This because the "direct" (type 8) already has axis info in it's AnimationClass structure,  
   ** This because the "direct" (type 8) already has axis info in it is AnimationClass structure,  
   ** and "hidden" (type 9) clearly doesn't need it.
   ** and "hidden" (type 9) clearly doesn't need it.
   */
   */
Line 239: Line 344:
  }
  }


===LODFaceDefaults===
=== LODFaceDefaults ===
   tbool            UseDefault[Header.NoOfLods];
   tbool            UseDefault[Header.NoOfLods];
   FaceData
   FaceData
   {
   {
   ulong  HeaderFaceCount;
   ulong  HeaderFaceCount;
   bytes  Unknown[13];
  ulong  aDefaultLong;    //ffffffff or 6f 7a 80 fa eg
  byte    UnknownByte;      //generally zero
  byte    aFlag;            // zero or one
   bytes  Zeroes[7];
  ======if v52 =========
  ulong  AnotherCount;
  float  AnotherFloat;
  =======endif===========
   }[Number of false UseDefault's];
   }[Number of false UseDefault's];


A face data struct only exists for those lods who's UseDefault is zero
A face data struct only exists for those lods who's UseDefault is zero


===ODOLv4xLod===
=== ODOLv4xLod ===
*Lod layout corresponds to Arma1 (type40). The differences in a2 are in the nitty gritty of the structures themselves. Arrowhead(v50) has some changes.
*Lod layout corresponds to Arma1 (type40). The differences in a2 are in the nitty gritty of the structures themselves. Arrowhead(v50) has some changes.
*TrueArma2 == type 47 or greater (lzo compression)
*TrueArma2 == type 47 or greater (lzo compression)
Line 259: Line 371:
     LodProxy                      LodProxies[nProxies];              // see [[P3D Lod Proxies]]
     LodProxy                      LodProxies[nProxies];              // see [[P3D Lod Proxies]]
     ulong                        nLodItems;
     ulong                        nLodItems;
     ulong                        LodItems[nLodItems];              // potentially compressed
     ulong                        LodItems[nLodItems];              // potentially compressed, except for v64 and later
     ulong                        nBoneLinks;
     ulong                        nBoneLinks;
     LodBoneLink                  LodBoneLinks[nBoneLinks];
     LodBoneLink                  LodBoneLinks[nBoneLinks];
if v50
  =========if v5x==========
     ulong                        LodPointCount;
     ulong                        LodPointCount;
else
      if v52
    float                        UnknownV52Float;
    endif
    else
     LodPointFlags                LodPointFlags;                    // Potentially compressed
     LodPointFlags                LodPointFlags;                    // Potentially compressed
  endif
  ===========endif==========
     float                        UnknownFloat1;
     float                        UnknownFloat1;
     float                        UnknownFloat2;
     float                        UnknownFloat2;
Line 287: Line 402:
     LodNamedSelection            LodNamedSelections[nNamedSelections]; //See [[P3D Named Selections]] potentially compressed
     LodNamedSelection            LodNamedSelections[nNamedSelections]; //See [[P3D Named Selections]] potentially compressed
     ulong                        nTokens;
     ulong                        nTokens;
     NamedProperty                NamedProperties[nTokens];
     NamedProperty                NamedProperties[nTokens];         //See [[Named Properties]]
     ulong                        nFrames;
     ulong                        nFrames;
     LodFrame                      LodFrames[nFrames]; //see [[P3D Lod Frames]]
     LodFrame                      LodFrames[nFrames];               //see [[P3D Lod Frames]]
     ulong                        IconColor;
     ulong                        IconColor;
     ulong                        SelectedColor;
     ulong                        SelectedColor;
     ulong                        UnknownResidue
     ulong                        special; // IsAlpha|IsTransparent|IsAnimated|OnSurface
     byte                          UnknownArmaByte;
     byte                          vertexBoneRefIsSimple;
     ulong                        sizeOfVertexTable; //(including these 4 bytes)
     ulong                        sizeOfVertexTable;                 //(including these 4 bytes)
     if (v50)
     if (v5x)
     LodPointFlags                LodPointFlags;                    // Potentially compressed
     LodPointFlags                LodPointFlags;                    // Potentially compressed
     endif
     endif
     VertexTable                  VertexTable;
     VertexTable                  VertexTable;
=== V65 ===
    ulong  UnknownLongValue1
    if UnknownLongValue1
    {
        CollimatorInfo  unknown //Vec3,Vec3,ulong,vec3,ulong
    }
===========
=== V68 ===
    byte unknown;
===========
   }
   }
====VertexTable====
==== VertexTable ====


all arrays are subject to compression
all arrays are subject to compression
Line 307: Line 432:
  {
  {
     UvSet                        DefaultUVset;
     UvSet                        DefaultUVset;
     ulong                        nUVs;                       //in error, V47 sometimes sets nUV's as 0 but means 1
     ulong                        nUVs;                             //in error, V47 sometimes sets nUV's as 0 but means 1
     UvSet                        UVSets[nUVs-1];
     UvSet                        UVSets[nUVs-1];
     ulong                        NoOfPoints;
     ulong                        NoOfPoints;
     XYZTriplet                    LodPoints[NoOfPoints];
     XYZTriplet                    LodPoints[NoOfPoints];
     ulong                        nNormals;
     ulong                        nNormals;
     (A2)LodNormals                LodNormals[nNormals];  
     (A2)LodNormals                LodNormals[nNormals];
     ulong                        nMinMax;
     ulong                        nMinMax;
     (A2)LodMinMax                MinMax[nMinMax];           //optional
     (A2)LodMinMax                MinMax[nMinMax];                   //optional
     ulong                        nProperties;
     ulong                        nProperties;
     VertProperty                  VertProperties[nProperties];//optional related to skeleton
     VertProperty                  VertProperties[nProperties];       //optional related to skeleton
     ulong                        Count;
     ulong                        Count;
     UnknownVtxStruct              UnknownVtxStructs[Count];   //optional
     VertexNeighborInfo            neighborBoneRef[Count];         //optional
 
 
 
   }
   }


Line 326: Line 454:
*In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.
*In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.


====CompressedFill Arrays====
==== CompressedFill Arrays ====


LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.
LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.
Line 341: Line 469:


The structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.
The structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.
====UVset====
==== UVset ====
  if TrueARMA2
  if TrueARMA2
     float                        UVScale[4];
     float                        UVScale[4];
  endif
  endif
     (A2)LodUV                    LodUV;  
     (A2)LodUV                    LodUV;


====LodUV====
==== LodUV ====
  CompressedFill type = UVPair // eg float U,V;
  CompressedFill type = UVPair // eg float U,V;
====A2LodUV====
==== A2LodUV ====
  CompressedFill type = float // eg float UV;
  CompressedFill type = float // eg float UV;
====LodNormals====
==== LodNormals ====
   CompressedFill type = XYZTriplet
   CompressedFill type = XYZTriplet
====A2LodNormals====
==== A2LodNormals ====
   CompressedFill type = CompressedXYZTriplet
   CompressedFill type = CompressedXYZTriplet


=====CompressedXYZTriplet=====
===== CompressedXYZTriplet =====


contains 3 x 10 bit fields in a 32bit 'integer'
contains 3 x 10 bit fields in a 32bit 'integer'
Line 377: Line 505:
  }
  }


====LodPointFlags====
==== LodPointFlags ====
  CompressedFill type = ulong bits
  CompressedFill type = ulong bits


Line 386: Line 514:
See [[P3D Point and Face Flags]]
See [[P3D Point and Face Flags]]


====LodMinMax====
==== LodMinMax ====
  CompressedArray
  CompressedArray
  {
  {
Line 392: Line 520:
  }
  }


====A2LodMinMax====
==== A2LodMinMax ====
  CompressedArray
  CompressedArray
  {
  {
Line 398: Line 526:
  }
  }


====VertProperty====
==== VertProperty ====
  CompressedArray
  CompressedArray
  {
  {
   ulong  index;// seen range 0..4
   ulong  index;// seen range 0..4
   ulong  V,V; // definate not floats. might be flags, or indices
   ulong  a,b; // definite not floats. might be flags, or indices
  }
  }
====UnknownVtxStruct====
 
==== VertexNeighborInfo ====
  CompressedArray
  CompressedArray
  {
  {
   ulong Unknown[2][2]; // seems to be arranges as flag,0, 0, 0,
   ushort vertexIndex _posA;
  AnimationRTWeight _rtwA;
  ushort  vertexIndex _posB;
  AnimationRTWeight _rtwB;
  }
  }


 
==== LodBoneLink ====
====LodBoneLink====


  LodBoneLink
  LodBoneLink
Line 419: Line 550:
  }
  }


====LodMaterial====
==== LodMaterial ====
    //Basically... A direct replication of the information in the given .rvmat file
Basically... A direct replication of the information in the given .rvmat file
 
The stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.
:The first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=""), unless, specified in the rvmat
:The last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.
::TI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 (Arma1 and Arma2) do not have a TI stage at all.
Neither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').
 
When specified in the rvmat (class Stage0 and StageTI respectively), no  class uvTransform is declared for them. It is assumed default empty.
 
In an rvmat, uvTransforms are ordinarily declared within each stage body.
 
In a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)
 
This P3D style can, if preferred, be used in rvmat syntax as
class TexGenX
{
  .......
};
 
class StageZ
{
  .........
  Texgen=X;
};
 
where X and Z are numbers
 
 
 
   LodMaterial
   LodMaterial
   {
   {
Line 430: Line 590:
     D3DCOLORVALUE    forcedDiffuse;
     D3DCOLORVALUE    forcedDiffuse;
     D3DCOLORVALUE    Specular;
     D3DCOLORVALUE    Specular;
     D3DCOLORVALUE    Unknown;      //Usually same as Specular
     D3DCOLORVALUE    dz_Specular; //dayz  stage info 15
     float            SpecularPower;
    D3DCOLORVALUE    dz_Specular2; //dayz  stage info 15
     ulong            PixelShaderId; //See enumPixelShaderId
else
     ulong            VertexShaderId;//See enumVertexShaderId
    D3DCOLORVALUE    dz_Specular3; //dayz  stage info 16 18 19 20
     LongBool          NoAlphaWrite;     //mostly 1 otherwise 0
    D3DCOLORVALUE    dz_Specular4; //dayz  stage info 16  18 19 20
     ulong            AnIndex;       //0,1 or 2
    dz54_indicator    dz54_indicator1,dz54_indicator2 ;dayz stage info 16  18 19 20
     asciiz           BiSurfaceName; // "ca\data\Penetration\plastic.bisurf"
    ulong dz_always_zero_a; // stage info  19 20
     LongBool          Mostly0x01;   // rarely zero
    int dz_always_zero_b;//  stage info  20
    ulong            aCount;       //Generally 0
    D3DCOLORVALUE    Specular2;      //Usually same as Specular not dayz
     float            SpecularPower;   // not dayz
 
     ulong            PixelShaderId;   //See enumPixelShaderId
     ulong            VertexShaderId; //See enumVertexShaderId
    switch stageubfo
    stage 16: //none (probably an error)
        break;
    default:
     LongBool          mainLight; // 1 or zero
    ulong            ul_FogMode;    /// 0..4
    break;
    stageinfo 18>=20 (dayz)
     ulong            ul_FogMode;   /// 0..4
    LongBool          mainLight;  // 1 or zero
    break;
 
     Asciiz           BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
     if (stage info >=18 (dayz) 
    if ! BiSurfaceName
      undecoded bisurfdata
    else
    {
      LongBool          Arma1Mostly0x01; //A2 deprecated, always 1
                                      //A1 rarely zero
      ulong            RenderFlags;     //Generally 0
     ulong            nTextures;
     ulong            nTextures;
     ulong            nTransforms;   // always same as nTextures
     ulong            nTransforms;     // always same as nTextures
     LodStageTexture  StageTextures  [nTextures];
     LodStageTexture  StageTextures  [nTextures];
     LodStageTransform StageTransforms[nTransforms];  
     LodStageTransform StageTransforms[nTransforms];
     if type>=10//vbs2/arma2
     if type>=10//vbs2/arma2
     LodStageTexture  DummyStageTexture;
     LodStageTexture  DummyStageTexture;// see special, additional byte for THIS stagetexture
    if type==11//arrowhead
      byte             Always0;
    endif
     endif   
     endif   
    }
   }   
   }   


:If there are *any* lodmaterialse, then there is always one default Texture and Transform as the first entry.
:Each lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture
:It is the only entry if a SurfaceName exists.
:It is the only entry if a SurfaceName exists.


=====D3DCOLORVALUE=====
=== A3_Physics Type1 (optional) ===
 
  {
    A3_stanza A3_stanzas[...]; // optional
    float  aFloat;
  }
*The type1 structure may not be present at all, or, only contain the single ending float
 
==== A3 stanza ====
 
{
  //header//////
  long  Xcount,Ycount,Zcount;
  float  floats[4];
  long  minCount; //Always2;
  long  maxCount; //Always4;
  //////////////
  float  frames[Xcount*Ycount*Zcount][5];
  }
 
A header with no frames is legal, it is XYZcounts (and floats[4]) are zero.
 
A 'stanza' consists of 5 float values. The amount of stanzas (if any) are determined by the 3 counts.
 
The range of each count value varies between 2,3 and 4.
 
 
=== A3 Physx type60 ===
Introduced for format 60
{
  long      signature; // 0x03020400
  long      nStanzas;
  stanza60  stanza60s[nStanzas];
  long      signature; // same as above
  long      nStanzas2;
  stanza60  stanza60s2[nStanzas2];
};
==== stanza60 ====
{
  {// 1st stanza
  long    signature;//0x03020400
  long    size;
  bytes  phsyx_data[size];
  }
  {// 2nd stanza
  long    signature;// as above
  long    size;
  bytes  phsyx_data2[size];
  }
}
* the signatures and sizes are NOT optional. the data is
===== phsyx_data =====
{
  phsyx_header
  {
    {
      byte id[8]; // 'NXS.CVXM'
      long Always13;
      long Always0;
    }
    {
      byte id[8]; // 'ICE.CLHL'
      long Always6;
    }
    {
      byte id[8]; // always 'ICE.CVHL'
      long Always6;
    }
    long nTriplets;
    long count;
    long nFrames;
    long 2xcount;  // always dbl 'count'
  }
  tripletXYZ triplets[nTriplets];
  short 00;
  frames
  {
    float floats[4];
    long  value;
  }frames[nFrames];
  byte  index[variable length];
  //25x4 byte ending sequence
  float generally_zero;
  float f;
  long  value;
  float floats[7];
  long  value2;
  float floats[14];
};
*the amount of index bytes can be determined by end of frame data to the start of the fixed 25x4 offset at end of lod
 
=== D3DCOLORVALUE ===
  D3DCOLORVALUE
  D3DCOLORVALUE
  {
  {
   float r,g,b,a;
   float r,g,b,a;
  }
  }
===== RenderFlags =====
:*Bit0:AlwaysInShadow (A1 only)
:*Bit1:NoZWrite
:*Bit4:NoColorWrite
:*Bit5:NoAlphaWrite
:*Bit6:AddBlend
:*Bit7:AlphaTest (clutter)
:*Bit8:AlphaTest64 (clutter)
:*Bit19:Road      (a1only)
:*Bit11:NoTiWrite


=====LodStageTexture=====
===== LodStageTexture =====
  LodStageTexture
  LodStageTexture
  {
  {
Line 467: Line 752:
                         // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
                         // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
   ulong  TransformIndex;      // zero based, see below
   ulong  TransformIndex;      // zero based, see below
if =======Type11 AND V52 OR Type11 AND last(dummy) stage Texture ===================
  byte  V52Type11bool;  // only for arrowhead/pmc . and only for material types 11
endif
  };
  };


:The first stageTexture is a dummy entry. For N humanly readable stage classes, there are (at least) 1+N LodStageTextures
:The first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures
 
:Later p3d formats (VBS2, Operation Arrowhead) append an additional classTI LodStageTexture. if not present or declared in the rvmat file, it is a dummy entry. The rvmat gui editor from BisTools is not able to display this.


:The TransformIndex is generally iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc. It refers to the nTH Transform Matrix
:The TransformIndex is generally iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc. It refers to the nTH Transform Matrix
Later p3d formats (VBS2, Operation Arrowhead) append one or more LodStageTextures in addition to above, the latter are generally dummy, and generally refer to
the first Transform matrix  (TransformIndex=0) (also a dummy)


:TextureFilter maybe 1 of the following values.  
:TextureFilter maybe 1 of the following values.  
Line 482: Line 769:
:*3: Anisotropic (default)
:*3: Anisotropic (default)


=====LodStageTransform=====
===== LodStageTransform =====
   LodStageTransform
   LodStageTransform
   {
   {
Line 489: Line 776:
   };
   };


====NamedProperty====
:UVSource corresponds to the 8 possible uvsets available
 
:*0 "None"
:*1 "Tex" default
:*2: "Tex2"
:*........
:*8:"Tex8"
 
:*Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered
 
==== NamedProperty ====
   struct
   struct
   {
   {
Line 495: Line 792:
     Asciiz Value;
     Asciiz Value;
   }
   }
*See [[Named Properties]]


== Decompression ==
== Decompression ==
Line 504: Line 803:


In ODOL v40 and v43 format files, some of the data structures present in the file are compressed by using LZSS compression.
In ODOL v40 and v43 format files, some of the data structures present in the file are compressed by using LZSS compression.
ODOL v47 and v48 use LZO compression.
ODOL v47 and v48 use LZO compression. This is represented as


Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.
Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.
With this information and the size of a given data item one has the necessary information to expand the data to it's original format and size.
With this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.


<b>''Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is >= 1024 bytes.''</b>
<b>''Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is >= 1024 bytes.''</b>
<b>V64+</b>
v64 implements a new flag for all compressed blobs. They no longer follow the 1024 byte rule. All possibly compressed arrays are now:
ulong elementCount
byte  compressed
    0 - not compressed
    2 - compressed
byte  data[elementCount]


As an example if one was expanding the array of vertices positions...
As an example if one was expanding the array of vertices positions...


* A vertex is described by it's x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
* A vertex is described by it is x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
* If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.
* If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.


Line 528: Line 836:
A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.
A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.


<code><nowiki>
<code style="display: block"><nowiki>
  refShaderStages
  refShaderStages
  {
  {
Line 551: Line 859:
|align="left"|0x03, 3||align="left"|NormalMapThrough||align="left"|normal map shader - through lighting||align="left"|3
|align="left"|0x03, 3||align="left"|NormalMapThrough||align="left"|normal map shader - through lighting||align="left"|3
|-
|-
|align="left"|0x04, 4||align="left"|NormalMapSpecularDIMap||align="left"|?||align="left"|2
|align="left"|0x04, 4||align="left"|NormalMapSpecularDIMap||align="left"|VBS2 only||align="left"|2
|-
|-
|align="left"|0x05, 5||align="left"|NormalMapDiffuse||align="left"|?||align="left"|2
|align="left"|0x05, 5||align="left"|NormalMapDiffuse||align="left"|?||align="left"|2
Line 559: Line 867:
|align="left"|0x07, 7||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x07, 7||align="left"|?||align="left"|?||align="left"|?
|-
|-
|align="left"|0x08, 8||align="left"|Water||align="left"|sea water||align="left"|2
|align="left"|0x08, 8||align="left"|Water||align="left"|A1 only sea water||align="left"|2
|-
|-
|align="left"|0x09, 9||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x09, 9||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x0A, 10||align="left"|White||align="left"|?||align="left"|0
|align="left"|0x0A, 10||align="left"|White||align="left"|A1 only||align="left"|0
|-
|-
|align="left"|0x0B, 11||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x0B, 11||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x0C, 12||align="left"|AlphaShadow||align="left"|shadow alpha write||align="left"|0
|align="left"|0x0C, 12||align="left"|AlphaShadow||align="left"|shadow alpha write||align="left"|0
Line 571: Line 879:
|align="left"|0x0D, 13||align="left"|AlphaNoShadow||align="left"|shadow alpha (no shadow) write||align="left"|0
|align="left"|0x0D, 13||align="left"|AlphaNoShadow||align="left"|shadow alpha (no shadow) write||align="left"|0
|-
|-
|align="left"|0x0E, 14||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x0E, 14||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x0F, 15||align="left"|DetailMacroAS||align="left"|?||align="left"|3
|align="left"|0x0F, 15||align="left"|DetailMacroAS||align="left"|?||align="left"|3
|-
|-
|align="left"|0x10, 16||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x10, 16||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x11, 17||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x11, 17||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x12, 18||align="left"|NormalMapSpecularMap||align="left"|?||align="left"|2
|align="left"|0x12, 18||align="left"|NormalMapSpecularMap||align="left"|?||align="left"|2
Line 602: Line 910:
|-
|-
|align="left"|0x3C, 60||align="left"|NormalMapThroughSimple||align="left"|?||align="left"|0
|align="left"|0x3C, 60||align="left"|NormalMapThroughSimple||align="left"|?||align="left"|0
|-
|align="left"|0xxx, 102||align="left"|Super||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 103||align="left"|Multi||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 107||align="left"|Tree||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 110||align="left"|Skin||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0x6F, 111||align="left"|CalmWater||align="left"|Arrowhead||align="left"|7
|-
|align="left"|0xxx, 114||align="left"|TreeAdv||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 116||align="left"|TreeAdvTrunk||align="left"|Arrowhead||align="left"|0
|-
|-
|-
|-
Line 610: Line 932:
== Enums ==
== Enums ==


<code><nowiki>
int enum PixelShaderId
{
  Normal = 0x00,
  NormalMap = 0x02,
  NormalMapDiffuse = 0x05,
  NormalMapMacroASSpecularMap = 0x14,
  NormalMapSpecularDIMap = 0x16,
  NormalMapMacroASSpecularDIMap = 0x18,
  AlphaShadow = 0x0C,
  AlphaNoShadow = 0x0D,
  Glass = 0x38,
  Detail = 0x06,
  NormalMapSpecularMap = 0x12
}
</nowiki></code>


<code><nowiki>
 
<code style="display: block"><nowiki>
  int enum VertexShaderId
  int enum VertexShaderId
  {
  {
  Basic = 0x00,
case 0: return "Basic";
  NormalMap = 0x01,
case 1: return "NormalMap";
  NormalMapAS = 0x0F
case 2: return "NormalMapDiffuse";
case 3: return "Grass";
case 8: return "Water";
case 11: return  "NormalMapThrough";
case 15: return "NormalMapAS";
case 14: return "BasicAS";
case 17: return "Glass";
case 18: return "NormalMapSpecularThrough";
case 19: return "NormalMapThroughNoFade";
case 20: return "NormalMapSpecularThroughNoFade";
case 23: return "Super";
case 24: return "Multi";
case 25: return "Tree";
case 30: return "CalmWater";
case 26: return "TreeNoFade";
case 29: return "Skin";
case 31: return "TreeAdv";
case 32: return "TreeAdvTrunk";
  }
  }
</nowiki></code>
</nowiki></code>
Line 644: Line 968:
[[P3D File Format - ODOLV40|Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)]]
[[P3D File Format - ODOLV40|Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)]]
[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]
[[Category:ArmA: File Formats]]
{{GameCategory|arma1|File Formats}}

Latest revision as of 08:37, 21 October 2024

bi symbol white.png
Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

This page contains unofficial information.

Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.
Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.

Introduction

Acknowledgements

This body of work is due to Synide's sweat and tears. To whom, all honour and glory. Ably assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.

General

The general format of an ArmA ODOLV4x p3d model is similar to the ODOLV7 format. The major differences are that ArmA models have

  • an optional model.cfg, and
  • Lods occur in the file from highest to lowest LodType value.

Legend

see Generic FileFormat Data Types

Relative Coordinates

All coordinates are relative to ModelInfo.CentreOfGravity

File Paths

The PrefixRoot\ folder.

Life for modellers would be far less tedious if filenames could also be relative to the p3d they are encountered in. Altering or moving or renaming the pbo (and specifically it is prefix) would not alter the relative location of the paa's it contains.

BI choose to use hard-wired Pbo-Prefix-addressing ONLY.

All hardwired addressing is relative to a built-in-situ (ie virtual) PrefixRoot\ folder

Each and every pbo in Arma contains a unique identity name, a prefix. Irrespective of the name of the pbo, the prefixname is THE name of the pbo from the perspective of the engine. In most cases, the prefixname is, conveniently, the filename. One huge advantage of this mechanism, sorely sorely missed in OFP. is that self-documenting increasing revisions of an addonV123.pbo can be supplied to Arma, with no changes to the mission sqms and other pbos that refer to it.

The PrefixRoot\ folder contains the prefix names of all pbos encountered (almost) ANYWHERE.

Thus the pbos in the Official Addons folder, the Oem Mods\Addons folder(s), the Dta core and bin pbo's, are all examined for their unique prefix names. These prefix names become the dictionary index of where the pbo really is, AND, what filename it actually is.

Thus all filename references in a p3d, *unconditionally* contain a prefixname\someFile\SomeWhere.

In most cases they refer to the very same pbo as the containing p3d and a great pity that the extraneous information could not have been removed by (optional) relative addressing as it requires a great deal of fiddling about when modifying models.

Note also that there is some inconsistency in filename paths. Most do not have a leading \. Some, require it. Both are indeed \hardwired

An Example:

P3dProxyName ="\ca\a10\agm65";

The immediate (and unfortunate) impression is that there is an A10 folder inside the official CA.pbo addon. In fact, the prefix of the A10.pbo = "ca\A10". Thus this reference is to the A10.pbo within which, is a agm65.p3d in it is root folder. (and again, this reference is in fact an extraneous reference to itself since the referring p3d (A10.p3d) is in the same pbo)

Versions

This Document covers ODOL versions:

V40 (Armed Assault)

  • Original Armed Assault binarised p3d

VBS2

ModelInfo now has a 24 byte thermal profile appended

V43 (Arma2a)

  • As per VBS2 plus
  • An extra byte at end of Skeleton structure: always 0
  • LZSS compression is still used at this level

V47 (Arma2b LZO)

As per V43 plus:

  • all compressed blocks are LZO compressed
  • CompressedMinMax block is now nMinMax*8 in size
  • CompressedNormals block is now nNormals*4 in size
  • LodFrame has 4 extra floats
  • UVSet structure changed to:
LodUV
{
	float	uvScaling[4];
	ulong	nVertices;
	tbool	DefaultFill;
	if (DefaultFill)
	float	UV;				// default fill for all nVertices
	else
	float	UV[nVertices];	// potentially compressed
}

V48 (Arma2c)

As per V47 plus:

Arma2c format is the mainstay of Arma2. Types 43 and 47 are rarely encountered being works-in-progress in the initial release.

V49 (Arrowhead)

As per V48. No known differences apart from version number

V50 (Arrowhead DLC)

Introduced in PMC and BAF DLC

  • additional count after usedbones
  • lodPointFlags swapped around

V53 (Dayz)

  • edges set to zero
  • added Specular and Specular2 to rvmats
  • added SpecularPower and SpecularPower2 stage info type 15 to rvmats
  • added htMin,htMaz etc thermal info to rvmat stage infos (same as vbs)
  • added disableCover
  • added optional; bisurf data

V54 (Dayz)

bool added to ModelInfo

V52 (TOH)

intoduced in patch to BAF DLC, used mostly in TOH

  • additional float after usedbones in each lod
  • ModelInfo.PixelShaders additional 24 bytes
  • LODFaceDefaults additional count and float
  • LodStageTextures additional bool for type 11's

V56 (Arma 3)

same as V52 Plus:

  • thermal profile split into two chunks (same overall size as v52)
  • unknown byte indices increased from 12 to 14
  • animation class always four floats
  • physx data added at end of file

V58 (Arma 3)

  • prefix added to header
  • default indicators added at end of headerinfo

V59 (Arma 3)

  • no genuine changes simply an alteration of the type value from 32 to 64 bits

V60 (Arma 3)

  • alteration to the physx data at end of file

V64 (Arma 3)

  • Compressed sections no longer follow the 1024 byte rule, they now have a byte field for compressed or not

V67 (Arma 3)

  • LOD sections have an added 4 bytes and optional CollimatorInfo structure
  • LOD struct has additional 4 bytes at the end and optional CollimatorInfo structure

V68 (Arma 3)

  • LOD struct has an additional byte at the end

V69 (Arma 3)

edges changed from shorts to longs face structure changed from shorts to longs face indices ditto point_indices changed from shorts to longs

V70 (Arma 3)

float ModelInfo.lodDensityCoef added

V71 (Arma 3)

float ModelInfo.drawImportance added

V72 (Arma 3)

float ModelInfo.explosionshielding added

V72 (Arma 3)

bool ModelInfo.disableCover added

V75 (Arma 3)

optional encrypted p3d signature

File Format

ODOLv4x
{
	StandardP3DHeader Header;
    struct ModelInfo;
	Animations		Animations;
	ulong			StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
	ulong			EndAddressOfLods  [Header.NoOfLods];
	LODFaceDefaults	LODFaceDefaults;
	ODOLv40Lod		ODOLv40Lods[Header.NoOfLods];
	if (any arma3 type) 
	{
		long		Always0;
		A3_Physx	A3_Physx[...]; // optional if not v60
	}
} // EndOfFile


Structures

StandardP3DHeader

common header structure for all P3D file formats

struct
{
	char[4]	Filetype;		// "ODOL"
	ulong	Version;

	if Version>=75 (arma3)
      ulong enc1;
      ulong enc2;
      if enc1 or enc2
        return encrypted
    
	if Version>=58 (arma3)
      ulong  appid;
	  if Version==58 (arma3)
		Asciiz	P3dPrefix;	// \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
	
	ulong	NoOfLods;		// alias NoOfResolutions;
}

An optional prefix declaring the actual location of the p3d was introduced for arma3 (2nd version). Idiotically, it means the p3d cannot be moved out of it is current pbo.

The prefix is optional in the sense that it may be null. ("\0")

ModelInfo

Animations

Animations
{
	tbool	AnimsExist;
	if (AnimsExist)
	{
		ulong			nAnimationClasses; // eg NoOfAnimSelections;
		AnimationClass	AnimationClasses[nAnimationClasses];

		long		NoOfResolutions; // is -1 if nAnimationClasses == 0
		Bones2Anims	Bones2Anims[NoOfResolutions];
		Anims2Bones	Anims2Bones[NoOfResolutions];
		// For every bone there is a list of Animations for each resolution
		// And, a reversed table of every Animation gets a Bone.
		// The reversed table optionally appends axis info dependent on the AnimTransformType
	}
}

AnimationClass

	AnimationClass
	{
		ulong	AnimTransformType;
		asciiz	AnimClassName;	// "RightDoor"
		asciiz	AnimSource;		// "rotor"
		float	MinMaxValue[2];
		float	MinMaxPhase[2];
		ulong	junk; // used to be sourceAddress, no longer, always 953267991
		IF ARMA3
			ulong	Always0;		// no idea what this is used for
			ulong	sourceAddress;	// this is the actual source address, 0 = clamp, 1 = mirror, 2 = loop
		endif

		switch(AnimTransformType)
		case 0://rotaton
		case 1://rotationX
		case 2://rotationY
		case 3://rotationZ
			float angle0;
			float angle1;
			break;
		case 4://translation
		case 5://translationX
		case 6://translationY
		case 7://translationZ
			float offset0;
			float offset1;
			break;
		case 8: //"direct"
			float axisPos[3];
			float axisDir[3];
			float angle; //in radians whereas the model.cfg entry is in degrees
			float axisOffset;
			break;
		case 9: //"hide"
			float hideValue;
			break;
	 }


// corresponds to model.cfg
class CfgModels
{
	// ...

	class whateverModel : Default
	{
	 // ...
	 class Animations
	 {
		class RightDoor // AnimClassName
		{
			type = "translation";	// AnimTransformType
			source = "rotor";		// AnimSource
			// etc
		};
	};
};

Bones2Anims

Bones2Anims
{
 ulong        NoOfBones;
 Bone2AnimClassList   Bone2AnimClassLists[NoOfBones];
}

Bone2AnimClassList

Bone2AnimClassList
{
 ulong NoOfAnimClasses;
 ulong AnimationClassIndex[NoOfAnimClasses]; // a (sometimes repeating) list of zero based indexes into above animation classes
}

Anims2Bones

Anims2Bones
{
 AnimBones AnimBones[Animations.nAnimationClasses];
}

AnimBones

every lod contains an identical list of animation entries that declare the position and axis of the each animation classes

AnimBones
{
 long SkeletonBoneNameIndex; // zero based index to the SkeletonBoneName name & parentname
 // equivalent to selection = "LeftDoor"; eg in the model.cfg
 /*
 ** SkeletonBoneNameIndex== -1 when no skeleton bone is for this Anim and (obviously?) no axis information follows.
 */
 if (SkeletonBoneNameIndex!= -1) && (AnimationClass.AnimTransformType != 8 || 9)
 {
 /*
 ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information. 
 ** This because the "direct" (type 8) already has axis info in it is AnimationClass structure, 
 ** and "hidden" (type 9) clearly doesn't need it.
 */
    XYZTriplet axisPos; //describes the position of the axis used for this anim
    XYZTriplet axisDir;
 }
}

LODFaceDefaults

 tbool             UseDefault[Header.NoOfLods];
 FaceData
 {
  ulong   HeaderFaceCount;
  ulong   aDefaultLong;     //ffffffff or 6f 7a 80 fa eg
  byte    UnknownByte;      //generally zero
  byte    aFlag;            // zero or one
  bytes   Zeroes[7];
  ======if v52 =========
  ulong   AnotherCount;
  float   AnotherFloat;
  =======endif===========
 }[Number of false UseDefault's];

A face data struct only exists for those lods who's UseDefault is zero

ODOLv4xLod

  • Lod layout corresponds to Arma1 (type40). The differences in a2 are in the nitty gritty of the structures themselves. Arrowhead(v50) has some changes.
  • TrueArma2 == type 47 or greater (lzo compression)
  • Type 43 was a preliminary p3d prior to lzo compression. rarely encountered
 ODOLv4xLod
 {
   ulong                         nProxies;
   LodProxy                      LodProxies[nProxies];              // see P3D Lod Proxies
   ulong                         nLodItems;
   ulong                         LodItems[nLodItems];               // potentially compressed, except for v64 and later
   ulong                         nBoneLinks;
   LodBoneLink                   LodBoneLinks[nBoneLinks];
 =========if v5x==========
   ulong                         LodPointCount;
     if v52
   float                         UnknownV52Float;
    endif
   else
   LodPointFlags                 LodPointFlags;                     // Potentially compressed
===========endif==========
   float                         UnknownFloat1;
   float                         UnknownFloat2;
   XYZTriplet                    MinPos;
   XYZTriplet                    MaxPos;
   XYZTriplet                    AutoCenterPos;
   float                         Sphere;                            // same as geo or mem values in modelinfo, if this lod is geo or memlod of course
   ulong                         NoOfTextures;
   asciiz                        LodPaaTextureNames[NoOfTextures];  //"ca\characters\hhl\hhl_01_co.paa"
   ulong                         NoOfMaterials;
   LodMaterial                   LodMaterials[NoOfMaterials];
   LodEdges                      LodEdges;                          // compressed see P3D Lod Edges
   ulong                         NoOfFaces;
   ulong                         OffsetToSectionsStruct;            // see below
   ushort                        AlwaysZero;
   LodFace                       LodFace[NoOfFaces];                // see P3D Lod Faces
   ulong                         nSections;
   LodSection                    LodSections[nSections];            // see P3D Lod Sections
   ulong                         nNamedSelections;
   LodNamedSelection             LodNamedSelections[nNamedSelections]; //See P3D Named Selections potentially compressed
   ulong                         nTokens;
   NamedProperty                 NamedProperties[nTokens];          //See Named Properties
   ulong                         nFrames;
   LodFrame                      LodFrames[nFrames];                //see P3D Lod Frames
   ulong                         IconColor;
   ulong                         SelectedColor;
   ulong                         special; // IsAlpha|IsTransparent|IsAnimated|OnSurface
   byte                          vertexBoneRefIsSimple;
   ulong                         sizeOfVertexTable;                 //(including these 4 bytes)
   if (v5x)
   LodPointFlags                 LodPointFlags;                     // Potentially compressed
   endif
   VertexTable                   VertexTable;
=== V65 ===
    ulong   UnknownLongValue1
    if UnknownLongValue1
    {
        CollimatorInfo   unknown //Vec3,Vec3,ulong,vec3,ulong
    }
===========
=== V68 ===
   byte unknown;
===========
 }

VertexTable

all arrays are subject to compression

struct
{
   UvSet                         DefaultUVset;
   ulong                         nUVs;                              //in error, V47 sometimes sets nUV's as 0 but means 1
   UvSet                         UVSets[nUVs-1];
   ulong                         NoOfPoints;
   XYZTriplet                    LodPoints[NoOfPoints];
   ulong                         nNormals;
   (A2)LodNormals                LodNormals[nNormals];
   ulong                         nMinMax;
   (A2)LodMinMax                 MinMax[nMinMax];                   //optional
   ulong                         nProperties;
   VertProperty                  VertProperties[nProperties];       //optional related to skeleton
   ulong                         Count;
   VertexNeighborInfo            neighborBoneRef[Count];          //optional


  }
  • All non zero counts counts are the same.
  • Points,PointFlags, Normals and UV1 arrays are an integral group, they are either all there, or not specified (RacetK.p3d, a FrameTime lod has no counts at all)
  • UV2,MinMax, VertProperties and Unknown are optional in the sense that their counts can individually be zero, else they are the same as the others
  • In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.

CompressedFill Arrays

LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.

struct
{
 ulong                         Count;
 tbool                         DefaultFill;
 if (DefaultFill)
  type                         Array;          // default fill for all Counts
 else
  type                         Array[Count];   // potentially compressed
}

The structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.

UVset

if TrueARMA2
   float                         UVScale[4];
endif
   (A2)LodUV                     LodUV;

LodUV

CompressedFill type = UVPair // eg float U,V;

A2LodUV

CompressedFill type = float // eg float UV;

LodNormals

 CompressedFill type = XYZTriplet

A2LodNormals

 CompressedFill type = CompressedXYZTriplet
CompressedXYZTriplet

contains 3 x 10 bit fields in a 32bit 'integer'

code for converting back to a standard XYZTriplet is:

void DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)
{
   double scaleFactor = -1.0 /511;
   trp->X=trp->Y=trp->Z=0.0;
   int x=   CompressedXYZ       & 0x3FF;
   int y = (CompressedXYZ>> 10) & 0x3FF;
   int z = (CompressedXYZ>> 20) & 0x3FF;
   if (x > 511) x -= 1024;
   if (y > 511) y -= 1024;
   if (z > 511) z -= 1024;
   if (x) trp->X = (float)(x * scaleFactor);
   if (y) trp->Y = (float)(y * scaleFactor);
   if (x) trp->Z = (float)(z * scaleFactor);
}

LodPointFlags

CompressedFill type = ulong bits

This table is the equivalent of Oxygen's points->properties dialog box. It specifically stores the user values and other flags for that point.

In ODOl7 it was part of the vertex table. In Arma, it is separate.

See P3D Point and Face Flags

LodMinMax

CompressedArray
{
 XYZTriplet     MinMax[Count][2]; // 2 == min vs max
}

A2LodMinMax

CompressedArray
{
 float         MinMax[Count][2]; // 2 == min vs max
}

VertProperty

CompressedArray
{
 ulong  index;// seen range 0..4
 ulong  a,b; // definite not floats. might be flags, or indices
}

VertexNeighborInfo

CompressedArray
{
 ushort  vertexIndex _posA;
 AnimationRTWeight _rtwA;
 ushort  vertexIndex _posB;
 AnimationRTWeight _rtwB;
}

LodBoneLink

LodBoneLink
{
  ulong NoOfLinks;         //range 0..3
  ulong Value[NoOfLinks];  //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.
}

LodMaterial

Basically... A direct replication of the information in the given .rvmat file

The stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.

The first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=""), unless, specified in the rvmat
The last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.
TI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 (Arma1 and Arma2) do not have a TI stage at all.

Neither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').

When specified in the rvmat (class Stage0 and StageTI respectively), no class uvTransform is declared for them. It is assumed default empty.

In an rvmat, uvTransforms are ordinarily declared within each stage body.

In a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)

This P3D style can, if preferred, be used in rvmat syntax as

class TexGenX
{
  .......
};
class StageZ
{
  .........
  Texgen=X;
};

where X and Z are numbers


 LodMaterial
 {
   asciiz            RvMatName;     // "ca\characters\data\soldier_captive_hhl.rvmat"
   ulong             Type;          // 9 == Arma, 10==VBS2,11==Arrowhead
   D3DCOLORVALUE     Emissive;
   D3DCOLORVALUE     Ambient;
   D3DCOLORVALUE     Diffuse;
   D3DCOLORVALUE     forcedDiffuse;
   D3DCOLORVALUE     Specular;
   D3DCOLORVALUE     dz_Specular; //dayz  stage info 15
   D3DCOLORVALUE     dz_Specular2; //dayz  stage info 15

else

   D3DCOLORVALUE     dz_Specular3; //dayz  stage info 16 18 19 20
   D3DCOLORVALUE     dz_Specular4; //dayz  stage info 16  18 19 20
   dz54_indicator    dz54_indicator1,dz54_indicator2 ;dayz stage info 16  18 19 20 
   ulong dz_always_zero_a; // stage info  19 20
   int dz_always_zero_b;//  stage info  20
   D3DCOLORVALUE     Specular2;       //Usually same as Specular not dayz
   float             SpecularPower;   // not dayz
   ulong             PixelShaderId;   //See enumPixelShaderId
   ulong             VertexShaderId;  //See enumVertexShaderId
   switch stageubfo
   stage 16: //none (probably an error)
       break;
   default:
   LongBool          mainLight;  // 1 or zero
   ulong             ul_FogMode;    /// 0..4
   break;
   stageinfo 18>=20 (dayz)
   ulong             ul_FogMode;    /// 0..4
   LongBool          mainLight;  // 1 or zero
   break;

   Asciiz            BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
   if (stage info >=18 (dayz)  
    if ! BiSurfaceName
      undecoded bisurfdata
   else
   {
     LongBool          Arma1Mostly0x01; //A2 deprecated, always 1
                                      //A1 rarely zero
     ulong             RenderFlags;     //Generally 0
   ulong             nTextures;
   ulong             nTransforms;     // always same as nTextures
   LodStageTexture   StageTextures  [nTextures];
   LodStageTransform StageTransforms[nTransforms];
   if type>=10//vbs2/arma2
    LodStageTexture   DummyStageTexture;// see special, additional byte for THIS stagetexture
   endif   
   }
 }  
Each lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture
It is the only entry if a SurfaceName exists.

A3_Physics Type1 (optional)

 {
   A3_stanza A3_stanzas[...]; // optional
   float  aFloat;
 }
  • The type1 structure may not be present at all, or, only contain the single ending float

A3 stanza

{
  //header//////
  long   Xcount,Ycount,Zcount;
  float  floats[4];
  long   minCount; //Always2;
  long   maxCount; //Always4;
  //////////////
  float  frames[Xcount*Ycount*Zcount][5];
 }

A header with no frames is legal, it is XYZcounts (and floats[4]) are zero.

A 'stanza' consists of 5 float values. The amount of stanzas (if any) are determined by the 3 counts.

The range of each count value varies between 2,3 and 4.


A3 Physx type60

Introduced for format 60

{
 long      signature; // 0x03020400
 long      nStanzas;
 stanza60  stanza60s[nStanzas];
 long      signature; // same as above
 long      nStanzas2;
 stanza60  stanza60s2[nStanzas2];
};

stanza60

{
  {// 1st stanza
  long    signature;//0x03020400
  long    size;
  bytes   phsyx_data[size];
  }
  {// 2nd stanza
  long    signature;// as above
  long    size;
  bytes   phsyx_data2[size];
  }
}
  • the signatures and sizes are NOT optional. the data is
phsyx_data
{
  phsyx_header
  {
    {
      byte id[8]; // 'NXS.CVXM'
      long Always13;
      long Always0;
    }
    {
      byte id[8]; // 'ICE.CLHL'
      long Always6;
    }
    {
      byte id[8]; // always 'ICE.CVHL'
      long Always6;
    }
    long nTriplets;
    long count;
    long nFrames;
    long 2xcount;  // always dbl 'count'
  }
  tripletXYZ triplets[nTriplets];
  short 00;
  frames
  {
    float floats[4];
    long  value;
  }frames[nFrames];
  byte  index[variable length];
  //25x4 byte ending sequence
  float generally_zero;
  float f;
  long  value;
  float floats[7];
  long  value2;
  float floats[14];
};
  • the amount of index bytes can be determined by end of frame data to the start of the fixed 25x4 offset at end of lod

D3DCOLORVALUE

D3DCOLORVALUE
{
  float r,g,b,a;
}
RenderFlags
  • Bit0:AlwaysInShadow (A1 only)
  • Bit1:NoZWrite
  • Bit4:NoColorWrite
  • Bit5:NoAlphaWrite
  • Bit6:AddBlend
  • Bit7:AlphaTest (clutter)
  • Bit8:AlphaTest64 (clutter)
  • Bit19:Road (a1only)
  • Bit11:NoTiWrite
LodStageTexture
LodStageTexture
{
 ulong  TextureFilter; // see below
 asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
                       // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
 ulong  TransformIndex;       // zero based, see below
if =======Type11 AND V52 OR Type11 AND last(dummy) stage Texture ===================
 byte   V52Type11bool;   // only for arrowhead/pmc . and only for material types 11
endif
};
The first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures
Later p3d formats (VBS2, Operation Arrowhead) append an additional classTI LodStageTexture. if not present or declared in the rvmat file, it is a dummy entry. The rvmat gui editor from BisTools is not able to display this.
The TransformIndex is generally iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc. It refers to the nTH Transform Matrix
TextureFilter maybe 1 of the following values.
  • 0: Point // sometimes
  • 1: Linear // rarely
  • 2: TriLinear // not seen
  • 3: Anisotropic (default)
LodStageTransform
  LodStageTransform
  {
   ulong UVSource;
   float Transform[4][3];//a DirectX texture space transform matrix
  };
UVSource corresponds to the 8 possible uvsets available
  • 0 "None"
  • 1 "Tex" default
  • 2: "Tex2"
  • ........
  • 8:"Tex8"
  • Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered

NamedProperty

 struct
 {
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
 }

Decompression

see Compressed LZSS File Format

see Compressed LZO File Format


In ODOL v40 and v43 format files, some of the data structures present in the file are compressed by using LZSS compression. ODOL v47 and v48 use LZO compression. This is represented as

Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum. With this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.

Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is >= 1024 bytes.

V64+ v64 implements a new flag for all compressed blobs. They no longer follow the 1024 byte rule. All possibly compressed arrays are now:

ulong elementCount byte compressed

   0 - not compressed
   2 - compressed

byte data[elementCount]

As an example if one was expanding the array of vertices positions...

  • A vertex is described by it is x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
  • If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.

This 'expectedSize' is the only necessary information one would need to pass to a processing sub-routine or function.


Reference Tables

Material Stages

The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine. A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.

refShaderStages { int PixelShaderId; int NoOfStages; };

ID (Hex/Decimal) Name Description NoOfStages
0x00, 0 Normal diffuse color modulate, alpha replicate 0
0x01, 1 NormalDXTA diffuse color modulate, alpha replicate, DXT alpha correction 0
0x02, 2 NormalMap normal map shader 3
0x03, 3 NormalMapThrough normal map shader - through lighting 3
0x04, 4 NormalMapSpecularDIMap VBS2 only 2
0x05, 5 NormalMapDiffuse ? 2
0x06, 6 Detail ? 1
0x07, 7 ? ? ?
0x08, 8 Water A1 only sea water 2
0x09, 9 ? vbs2 ?
0x0A, 10 White A1 only 0
0x0B, 11 ? vbs2 ?
0x0C, 12 AlphaShadow shadow alpha write 0
0x0D, 13 AlphaNoShadow shadow alpha (no shadow) write 0
0x0E, 14 ? vbs2 ?
0x0F, 15 DetailMacroAS ? 3
0x10, 16 ? vbs2 ?
0x11, 17 ? vbs2 ?
0x12, 18 NormalMapSpecularMap ? 2
0x13, 19 NormalMapDetailSpecularMap Similar to NormalMapDiffuse 3
0x14, 20 NormalMapMacroASSpecularMap ? 4
0x15, 21 NormalMapDetailMacroASSpecularMap ? 5
0x16, 22 NormalMapSpecularDIMap Same as NormalMapSpecularMap, but uses _SMDI texture 2
0x17, 23 NormalMapDetailSpecularDIMap ? 3
0x18, 24 NormalMapMacroASSpecularDIMap ? 4
0x19, 25 NormalMapDetailMacroASSpecularDIMap ? 5
0x38, 56 Glass ? 2
0x3A, 58 NormalMapSpecularThrough ? 3
0x3B, 59 Grass Special shader to allow volumetric shadows to be cast on grass clutter 0
0x3C, 60 NormalMapThroughSimple ? 0
0xxx, 102 Super Arrowhead 0
0xxx, 103 Multi Arrowhead 0
0xxx, 107 Tree Arrowhead 0
0xxx, 110 Skin Arrowhead 0
0x6F, 111 CalmWater Arrowhead 7
0xxx, 114 TreeAdv Arrowhead 0
0xxx, 116 TreeAdvTrunk Arrowhead 0

Enums

int enum VertexShaderId { case 0: return "Basic"; case 1: return "NormalMap"; case 2: return "NormalMapDiffuse"; case 3: return "Grass"; case 8: return "Water"; case 11: return "NormalMapThrough"; case 15: return "NormalMapAS"; case 14: return "BasicAS"; case 17: return "Glass"; case 18: return "NormalMapSpecularThrough"; case 19: return "NormalMapThroughNoFade"; case 20: return "NormalMapSpecularThroughNoFade"; case 23: return "Super"; case 24: return "Multi"; case 25: return "Tree"; case 30: return "CalmWater"; case 26: return "TreeNoFade"; case 29: return "Skin"; case 31: return "TreeAdv"; case 32: return "TreeAdvTrunk"; }


Links

Article Author - Sy (Synide) -- Sy 17:16, 11 August 2007 (CEST)

Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)