P3D Model Info
The Model Info structure is last in file for ODOL7 (ofp) and at top of file for Arma 2 ODOL4x
ModelInfo { float LodTypes[Header.NoOfLods];// alias resolutions ulong Index; // appears to be a bit flag, 512, 256 eg float Sphere1; float Sphere2; // mostly same as Sphere1 ulong PointFlags[3]; // typically 00 00 00 00 00 00 00 00 00 00 0C 00 eg (last is same as user point flags) XYZTriplet Offset; // model offset (unknown functionality),//mostly same as offset2 ulong mapIconColor; // RGBA 32 color ulong mapSelectedColor; // RGBA 32 color ulong UnknownColor; // ODOLV7 float ViewDensity; // ODOL4x XYZTriplet bboxMinPosition; // minimum coordinates of bounding box XYZTriplet bboxMaxPosition; // maximum coordinates of bounding box. Generally the complement of the 1st // Resolution&GeometryBounds in Pew is bboxMinPosition-bboxMaxPosition for X and Z XYZTriplet WrpModelOffset; // Resolution&GeometryAutoCenterPos in pew XYZTriplet Offset2; // mostly same as Offset often same as ModelCentreOfGravity XYZTriplet ModelCentreOfGravity; // XYZTriplet ModelMassVectors[3]; // for ODOL7 this is a mixture of floats and index values ///////////// ODOLV4xONLY ///////////// byte AutoCenter, lockAutoCenter, canOcclude, canBeOccluded, allowAnimation; /////////////////////////////////////// bytes UnknownFlags[6]; // typically 01 00 00 01 00 16 /////// ODOLV7 ONLY ////////////// ulong Count; float Array[Count]; // potentially lzss 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 /////////////////////////////////////// byte ThermalProfile[24]; //ODOLV43,47,48 & VBS2 ulong UnknownLong; //ODOLV48 only } }
LodTypes
LodTypes are resolutions. Most of them have humanly readable context such as the 'memory' lod. And are selected as such in Oxygen. The are consequently referred to here as 'LodTypes', since the floating point values, although relevant to the engine, are not as immediately apparent to a human.
- Lods in the file are highest to lowest. The lowest resolution (eg. Resolution 1.0) will be the last in the file.
- Start and ending addresses are random (not sorted). The LodTypes array declares which Lod an address-pair is referring to.
Thus, if the first Lodtype entry(eg) specifies a resolution of 1.0e13 (a geometry lod), that lod is located via the 1st Starting address. It is NOT, necessarily, the 1st lod in the file.
Resolution Values
Hex | Float | Decimal | Description |
---|---|---|---|
<1,000 | Graphical Lod | ||
Functional Lods | |||
0x447a0000 | 1.0e3 | 1,000 | View Gunner |
0x44898000 | 1.1e3 | 1,100 | View Pilot |
0x44960000 | 1.2e3 | 1,200 | View Cargo |
"" | "" | Shadow Lods | |
0x461c4000 | 1.0e4 | 10,000 | Stencil Shadow |
0x461c6800 | 1.001e4 | 10,010 | Stencil Shadow 2 |
0x462be000 | 1.1e4 | 11000 | Shadow Volume |
0x462c0800 | 1.101e4 | 11010 | Shadow Volume 2 |
0x551184e7 | 1.0e13 | 10,000,000,000,000 | Geometry |
0x58635fa9 | 1.0e15 | 1,000,000,000,000,000 | Memory |
0x58e35fa9 | 2.0e15 | 2,000,000,000,000,000 | Land Contact |
0x592a87bf | 3.0e15 | 3,000,000,000,000,000 | Roadway |
0x59635fa9 | 4.0e15 | 4,000,000,000,000,000 | Paths |
0x598e1bca | 5.0e15 | 5,000,000,000,000,000 | HitPoints |
0x59aa87bf | 6.0e15 | 6,000,000,000,000,000 | View Geometry |
0x59c6f3b4 | 7.0e15 | 7,000,000,000,000,000 | Fire Geometry |
0x59e35fa9 | 8.0e15 | 8,000,000,000,000,000 | View Cargo Geometry |
0x59ffcb9e | 9.0e15 | 9,000,000,000,000,000 | View Cargo Fire Geometry |
0x5a0e1bca | 1.0e16 | 10,000,000,000,000,000 | View Commander |
0x5a1c51c4 | 1.1e16 | 11,000,000,000,000,000 | View Commander Geometry |
0x5a2a87bf | 1.2e16 | 12,000,000,000,000,000 | View Commander Fire Geometry |
0x5a38bdb9 | 1.3e16 | 13,000,000,000,000,000 | View Pilot Geometry |
0x5a46f3b4 | 1.4e16 | 14,000,000,000,000,000 | View Pilot Fire Geometry |
0x5a5529af | 1.5e16 | 15,000,000,000,000,000 | View Gunner Geometry |
0x5a635fa9 | 1.6e16 | 16,000,000,000,000,000 | View Gunner Fire Geometry |
0x5a7195a4 | 1.7e16 | 17,000,000,000,000,000 | Sub Parts |
If the value is below 1000.0, then the LOD is supposed to be a graphical LOD.
If the value equals or is above 10000.0 and is not one of the functional LODs, it is a shadow LOD.