P3D File Format - ODOLV7: Difference between revisions
mNo edit summary |
m (→VerticesStruct) |
||
Line 96: | Line 96: | ||
ulong PointFlag[Count]; | ulong PointFlag[Count]; | ||
} | } | ||
CompressedStruct UVset | CompressedStruct UVset | ||
{ | { | ||
ulong Count; ''// if > 127 then array is compressed | |||
UVPair UVsets[Count]; | |||
} | } | ||
struct Points // (Vertices) | struct Points // (Vertices) | ||
Line 116: | Line 115: | ||
*Count is the same value for all four tables. | *Count is the same value for all four tables. | ||
*The Position and Normals tables appear to be always uncompressed raw data. | *The Position and Normals tables appear to be always uncompressed raw data. | ||
===UVPair=== | |||
UVSet | |||
{ | |||
float U,V; | |||
} | |||
===TexturesStruct=== | ===TexturesStruct=== |
Revision as of 01:19, 8 May 2010
Legend
see Generic FileFormat Data Types
Intro
CompressedStruct
ODOL7 uses (potentially) compressed arrays.
This obviously slows the engine down during loading. At the time of CWC development, game file sizes were important.
(potentially) compressed arrays are contained in a CompressedStruct
CompressedStructs are endemic to most blocks contained in the 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 de-compression, 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.
see example decompression at end of document
Odol7Stuct
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
LodStruct { struct VerticesStruct; float[2] UnknownFloat1; // contains some max/min vertices positions XYZTriplet MinPos; XYZTriplet MaxPos; XYZTriplet AutoCenterPos; float UnknownFloat2; struct TexturesStruct; structs TableStructs; struct FacesStruct; struct LODSections; ulong nNamedSelections; NamedSelection NamedSelections[nNamedSelections]; ulong nNamedProperties; NamedProperty NamedProperties[nNamedProperties]; ulong nFrames; Frame Frames[nFrames]; ulong Unknown[3]; struct ProxiStruct; };
VerticesStruct
VerticesStruct { CompressedStruct PointFlags //(vertices) { ulong Count; // see P3D Point(Vertex) Flags ulong PointFlag[Count]; } CompressedStruct UVset { 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
UVSet { float U,V; }
TexturesStruct
struct Textures { 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.
TableStruct
struct TableStruct { CompressedStruct { ulong Count; // if > 511 etc ushort MlodIndex[Count]; } CompressedStruct { ulong Count; // this Count is same value as any Vertices.Count ushort OdolIndex[Count];// } }
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.
MLODvertexindex = MlodIndex[ OdolIndex[ODOLvertexindex] ];
FacesStruct
struct Faces { ulong FacesCount; ulong unknown; struct Face { ulong Attribs; short TextureIndex; byte Count; // always 3 or 4 ushort VerticesIndex[Count]; }[FacesCount]; };
The TextureIndex is a zero based array. If set to -1, there are no textures for this face.
LOD Sections
LODSections { ulong nSections; Sections[nSections] { ulong FaceLowerIndex; ulong FaceUpperIndex; ulong UserValue; short TextureIndex; // -1 if not textured ulong ODOL_FaceFlags; }; }
NamedSelection
NamedSelection { asciiz name; CompressedStruct Vertices { ulong Count; // if > 511 then array is compressed 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]; } };
NamedProperty
NamedProperty { asciiz Name; // "noshadow\0" asciiz Value; //"1\0"' };
Frame
Frame { float FrameTime; ulong nBones; XYZTriplet [nBones]; };
ProxiStruct
ProxiStruct { ulong Count; struct Proxi { asciiz Name; float rotationMatrix[9]; float translation[3]; ulong Index[2]; }[Count];; }
ModelInfo
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 XYZTriplet Unknown; // typically 00 00 00 00 00 00 00 00 00 00 B0 0D XYZTriplet offset; // model offset (unknown functionality) ulong mapIconColor; // RGBA 32 color ulong mapSelectedColor; // RGBA 32 color ulong unknownValue; 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) XYZTriplet offset3; // another offset value (unknown functionality) 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 XYZTriplet Unknown2; // generally FF FF FF FF FF FF FF FF FF FF FF FF }
LZ in ODOL
see Compressed LZSS File Format