P3D File Format - ODOLV40 Obsolete: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (P3D File Format - ODOL moved to P3D File Format - ODOLV40: To account for difference with ODOL v7)
m (wiki syntax correction)
Line 1: Line 1:
The following information has been provided by BxBx
The following information has been provided by BxBx and included by Mikero
 
''Legend''
''Legend''
int  4 bytes
int  4 bytes
ulong 4 byte integer
ulong 4 byte integer
bool8 1 byte bool 0, or 1
bool8 1 byte bool 0, or 1
 
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.  
 
  Resolution table,  
  Resolution table,  
  LOD tables last to first
  LOD tables last to first
 
The same LZ compression is used for LODs as ODOL v7
known data:
Beginning of file (Header signature)
   
   
The same LZ compression is used for LODs as ODOL v7
struct OdolV40
 
{
known data:
 
Beginning of file (Header signature)
 
struct OdolV40
{
  char signature[4]  //'ODOL'
  char signature[4]  //'ODOL'
  long format        // 40
  long format        // 40
  long lod_count
  long lod_count
 
  float resolutions[lod_count]
  float resolutions[lod_count]
  {
  {
Line 31: Line 31:
  byte  u5[139];      // unknown data , still same length as v7
  byte  u5[139];      // unknown data , still same length as v7
  Asciiz skeleton_name // float  
  Asciiz skeleton_name // float  
 
  if (*skeleton_name)
  if (*skeleton_name)
  {
  {
Line 41: Line 41:
   }   
   }   
  }
  }
 
  char u7[0x26]    // unknown data
  char u7[0x26]    // unknown data
  Asciiz modelclass, modelparent // I think purpose this data found values 'house''no'  
  Asciiz modelclass, modelparent // I think purpose this data found values 'house''no'  
Line 58: Line 58:
   }
   }
  }
  }
 
  unknowdata[unknowlength] // handle seek
  unknowdata[unknowlength] // handle seek
 
  struct lod[lod_count]
  struct lod[lod_count]
  {
  {
Line 110: Line 110:
   int selected_vertices_count
   int selected_vertices_count
   ushort selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100
   ushort selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100
//  then compresed by LZ
//  then compresed by LZ
   int  u17
   int  u17
   char  uch[u17];
   char  uch[u17];
Line 119: Line 119:
   char * name,*value
   char * name,*value
   }
   }
 
   unknowdata[mostly 0x15 , but not every time]
   unknowdata[mostly 0x15 , but not every time]
 
   int vertices_count // again same value
   int vertices_count // again same value
   bool8 ub
   bool8 ub
Line 132: Line 132:
   int vertices_count
   int vertices_count
   struct vertices_pos[verices_count]{float x,y,z}
   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 informations, in M16A4 are only 2 textures and I texture it handly by original UVsets.


normals and the other data follow ,but this is in progress
====links====
 
1st ARMA MLOD [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=33da82892e475977188fcee7f913b54f;act=ST;f=76;t=64271 M16A4 on BIForum]
I cannot find face.texture_index informations, in M16A4 are only 2 textures and I texture it handly by original UVsets.
OFP [[ODOL|ODOLv7]]
}
More about LZ compresion [[ODOL|ODOLv7]]

Revision as of 08:42, 16 June 2007

The following information has been provided by BxBx and included by Mikero

Legend
int   4 bytes
ulong 4 byte integer
bool8 1 byte bool 0, or 1

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)

struct OdolV40
{
char signature[4]  //'ODOL'
long format        // 40
long lod_count

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 // float 

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 informations, in M16A4 are only 2 textures and I texture it handly by original UVsets.

links

1st ARMA MLOD M16A4 on BIForum
OFP ODOLv7 
More about LZ compresion ODOLv7