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[Header.LodCount]; struct ModelInfo; //see P3D Model Info };
StandardP3DHeader
StandardP3DHeader { char Signature[4]; //"ODOL" ulong Version; // 7 ulong LodCount; // at least one }
LodStruct
LodStruct { struct VertexTable; struct UnknownStruct; // contains some max/min vertices positions struct TexturesStruct; struct VertexIndices; ulong NoOfFaces; ulong OffsetToSectionStruct; 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 nNamedProperties; NamedProperty NamedProperties[nNamedProperties]; ulong nFrames; Frame Frames[nFrames]; ulong IconColor; ulong SelectedColor; ulong Unknown; ulong nProxies; ProxyStruct ProxyStructs[nProxies]; };
VertexTable
VertexTable { 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.
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]; }