P3D File Format - ODOLV40 Obsolete

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The following information has been provided by BxBx

Blocks in Odol v4 are quite similar to Odol v7 but placed in reverse order.

relolution table, 
 LOD last to first

For the Lods there is same LZ compresion as ODOL v7

known data:

Beginning of file (Header signature)

char signature[4]  //'ODOL'
long format   // 40
long lod_count
float resolutions[lod_count]
{
 long  u1;
 float u2,u3,u4
} // unknown data, same data follows on end of ODOL v7

char u5[139] // unknown data , still same length
Asciiz *sceletonname // float zeroendded char array
if (char[0]!=0)
{
 bool8 u6 // 8bit boolean // value 1 or 0
 int bone_count
 struct bones[bone_count]
 {
   char * bone1,bone2 //strings
 }  
}
char u7[0x26] // unknow data
char *modelclass, *modelparent // I think of purpose this data found values 'houseno' 
                              //housebuilding',....  
char u8[5] // unknowd data
bool8 exist_anims
if (exist_anims)
{
 int anims_count
 struct anims[anims_count]
 {
   int type // 0,4,9 // rotation,move,.., i dont check it yet
   char *name,*parent
   float tr[6]// transformations values
    if (type!=9) int u9
 }
}
unknowdata[unknowlength] // handle seek
lod
{
 int vertices count 
 bool8 ub1
 if (ub1) char uch[11]  // unknow data
 cha uch[0x29]   // unknow data
 int textures_count
 char * texture[textures_count]
 int materials_count
 struct materials[materials_count]
 {
  char * name
  char uch[0x85] // unknowdata // some float values
  int textres_count
  struct textures_in_material[textres_count]
  {
   int u10 // value 3 still
   char* t_name
   int u11 // self increment value // 0,1,2,3,4,...
  }
  char uch[0x34*textres_count] // some struct with same length 
       //as textures_in_material 
       // I dont work with material now, I skip it.
 }
 if ( textures_count>0 ) char uch[7];
 bool8 ub // unknown value
 int faces_count
 char u12[6]
 struct faces[6]
 {
  char dot_count
  unsigned short dot_vertice_index[dot_count]
 }
 unknowdata[ubknowlength]
 int components_count
 struct components[components_count]
 {
  char *name;
  int selected_faces_count
  unsign short selected_faces[selected_faces_count] // if selected_faces_count > 0x100 
          // then compresed by LZ
  int u14;
  unsign short u15[u14]
  bool8 ub
  if (ub) int u16
  char uch[3]
  bool8 ub2
  int selected_vertices_count
  unsign short selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100

// then compresed by LZ

  int u17
  char uch[u17];
 }
 int named_properties_count
 struct named_properties[named_properties_count]
 {
  char * name,*value
 }
 unknowdata[mostly 0x15 , but not every time]
 int vertices_count // again same value
 bool8 ub
 if (ub)
 {
   struct UV[vertices_count] {float u,v} if count > 127 then LZ
 }
 else char uch[8]
 int u[18]
 int vertices_count
 struct vertices_pos[verices_count]{float x,y,z}

follows normals and the other data ,but this is in progress

I cannot find face.texture_index informations, in M16A4 are only 2 textures and I texture it handly by original UVsets. }