P3D File Format - ODOLV7: Difference between revisions
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{ | { | ||
VertexTable VertexTable; | VertexTable VertexTable; | ||
float UnknownFloat1; | |||
float UnknownFloat2; | |||
XYZTriplet MinPos; | XYZTriplet MinPos; | ||
XYZTriplet MaxPos; | XYZTriplet MaxPos; | ||
XYZTriplet AutoCenterPos; | XYZTriplet AutoCenterPos; | ||
float | float UnknownFloat3; | ||
Textures Textures; | Textures Textures; | ||
LodEdges LodEdges; // see [[P3D Lod Edges]] | LodEdges LodEdges; // see [[P3D Lod Edges]] | ||
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*Count is the same value for all four tables. | *Count is the same value for all four tables. | ||
===Textures=== | ===Textures=== |
Revision as of 11:59, 20 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[Header.LodCount]; struct ModelInfo; //see P3D Model Info };
StandardP3DHeader
StandardP3DHeader { char Signature[4]; //"ODOL" ulong Version; // 7 ulong LodCount; // at least one }
LodStruct
LodStruct { VertexTable VertexTable; float UnknownFloat1; float UnknownFloat2; XYZTriplet MinPos; XYZTriplet MaxPos; XYZTriplet AutoCenterPos; float UnknownFloat3; Textures Textures; LodEdges LodEdges; // see P3D Lod Edges ulong NoOfFaces; ulong OffsetToLodSections; LodFace LodFaces[NoOfFaces]; // ie polygons see P3D Lod Faces ulong nSections; LODSection LODSections[nSections]; // see P3D Lod Sections ulong nNamedSelections; NamedSelection NamedSelections[nNamedSelections]; // see P3D Named Selections ulong nTokens; NamedProperty NamedProperties[nTokens]; ulong nFrames; Frame Frames[nFrames]; // see P3D Lod Frames ulong IconColor; ulong SelectedColor; ulong Unknown; ulong nProxies; LodProxy LodProxies[nProxies]; // see [[[P3D Lod Proxies]] };
VertexTable
struct { ulong Count; ulong PointFlags[Count]; // compressed. see P3D Point Flags 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;// "noshadow" = "1" eg Asciiz Value; }