P3D File Format - ODOLV7
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; struct UnknownStruct; // contains some max/min vertices positions struct TexturesStruct; struct VertexIndices; ulong NoOfFaces; ulong OffsetToSectionStruct; Face Faces[NoOfFaces]; ulong nSections; LODSection LODSections[nSections]; ulong nNamedSelections; NamedSelection NamedSelections[nNamedSelections]; ulong nNamedProperties; NamedProperty NamedProperties[nNamedProperties]; ulong nFrames; Frame Frames[nFrames]; ulong Unknown[3]; ulong nProxies; ProxyStruct ProxyStructs[nProxies]; };
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; }
UnKnownStruct
UnKnownStruct { UVPair UnknownUV; // just a guess XYZTriplet MinPos; XYZTriplet MaxPos; XYZTriplet AutoCenterPos; float UnknownFloat; }
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.
VertexIndices
VertexIndices { CompressedStruct { ulong Count; // if > 511 etc ushort MlodIndex[Count]; } CompressedStruct { ulong nVerticesStructs; // same value as any of the VerticesStruct.Counts ushort VerticesStructNum[nVerticesStructs]; } }
For each of the VerticesStructs (0..Count-1) there is a lookup into the MlodIndex
MLODvertexindex = MlodIndex[ VerticesStructNum[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.
Face
Face { ulong FaceFlags; short TextureIndex; byte nVertices; // 3==Triangle or 4==Box ushort VerticesIndex[nVertices]; }
LODSection
LODSection { ulong FaceLowerIndex; ulong FaceUpperIndex; ulong UserValue; short TextureIndex; // as per Face struct ulong (ODOL)FaceFlags; // as per Face struct }
The TextureIndex is a zero based array. If set to -1, there are no textures for this face or section
NamedSelection
NamedSelection { asciiz name; CompressedStruct VerticesIndexes { 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]; } };
see NamedSelection in P3D File Format - MLOD P3DM for description of TextureWeights
NamedProperty
NamedProperty { asciiz Name; // "noshadow\0" asciiz Value; //"1\0"' };
Frame
Frame { float FrameTime; ulong nBones; //same as any VerticesStruct.Count XYZTriplet BonePos[nBones]; };
ProxyStruct
ProxyStruct { asciiz Name; TransformMatrix Transform;//see Generic FileFormat Data Types ulong Indices[2]; }
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