P3D File Format - ODOLV4x: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (detailed struct Animation)
m (Text replacement - " ( *class [a-zA-Z0-9_]+): *([a-zA-Z0-9_]+ *) " to " $1 : $2 ")
 
(262 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{unsupported-doc}}
{{TOC|side}}
{{Feature|UnsupportedDoc}}
== Introduction ==
 
=== Acknowledgements ===
 
This body of work is due to Synide's sweat and tears. To whom, all honour and glory.
Ably assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.
 
=== General ===
 
The general format of an ArmA ODOLV4x p3d model is similar to the ODOLV7 format. The '''major''' differences are that ArmA models have
 
*an optional model.cfg, and
*Lods occur in the file from highest to lowest LodType value.
 
==== Legend ====
see [[Generic FileFormat Data Types]]


== Introduction ==
==== Relative Coordinates ====
All coordinates are '''relative''' to [[P3D Model Info|ModelInfo]].CentreOfGravity
 
==== File Paths ====
The PrefixRoot\ folder.
 
Life for modellers would be far less tedious if filenames could also be relative to the p3d they are encountered in. Altering or moving or renaming the pbo (and specifically it is prefix) would not alter the relative location of the paa's it contains.
 
BI choose to use hard-wired Pbo-Prefix-addressing ONLY.
 
All hardwired addressing is relative to a built-in-situ (ie virtual) PrefixRoot\ folder
 
Each and every pbo in Arma contains a unique identity name, a prefix. Irrespective of the name of the pbo, the prefixname is THE name of the pbo from the perspective of the engine. In most cases, the prefixname is, conveniently, the filename. One huge advantage of this mechanism, sorely sorely missed in OFP. is that self-documenting increasing revisions of an addonV123.pbo can be supplied to Arma, with no changes to the mission sqms and other pbos that refer to it.
 
The PrefixRoot\ folder contains the prefix names of all pbos encountered (almost) ANYWHERE.
 
Thus the pbos in the Official Addons folder, the Oem Mods\Addons folder(s), the Dta core and bin pbo's, are all examined for their unique prefix names. These prefix names become the dictionary index of where the pbo really is, AND, what filename it actually is.
 
Thus all filename references in a p3d, *unconditionally* contain a prefixname\someFile\SomeWhere.
 
In most cases they refer to the very same pbo as the containing p3d and a great pity that the extraneous information could not have been removed by (optional) relative addressing as it requires a great deal of fiddling about when modifying models.
 
Note also that there is some inconsistency in filename paths. Most do not have a leading \. Some, require it. Both are indeed \hardwired
 
An Example:
P3dProxyName ="\ca\a10\agm65";
 
The immediate (and unfortunate) impression is that there is an A10 folder inside the official CA.pbo addon.
In fact, the prefix of the A10.pbo = "ca\A10". Thus this reference is to the A10.pbo within which, is a agm65.p3d in it is root folder. (and again, this reference is in fact an extraneous reference to itself since the referring p3d (A10.p3d) is in the same pbo)


The general file format of a ArmA ODOL v40 p3d model file is similar to the ODOL v7 format.
=== Versions ===
The major differences are that in ArmA models there is now included (but not always) a model.cfg and the resolutions are ordered in the file in reverse numerical order.


The order of resolutions denoted in the header portion of the file is <b>not</b> necessarily the numerical order of the resolutions. (often the 11,000 resolution is the last in the header array)
This Document covers ODOL versions:
The header resolutions need to be sorted in descending order. The resultant sorted array of resolutions is the order in which they appear in the file.


==== V40 ({{arma1}}) ====


* Original {{arma1}} binarised p3d


<b>''NOTE:- As at Aug, 13th 2007, this file format is not conclusive and final. It may or may not fit the actual model file format of an Armed Assault ODOL v40 p3d model.''</b>
==== VBS2 ====
• [[P3D Model Info|ModelInfo]] now has a 24 byte thermal profile appended


==== V43 (Arma2a) ====


=== Legend ===
* As per VBS2 plus
* An extra byte at end of Skeleton structure: always 0
* LZSS compression is still used at this level


{| border="0"
====V47 (Arma2b LZO) ====
!width="100"|Type
!width="300" align="left"|Description
|-
|-
|align="middle"|byte||align="left"| 8 bit (1 byte)
|-
|align="middle"|ushort||align="left"| 16 bit unsigned short (2 bytes)
|-
|align="middle"|int||align="left"| 32 bit signed integer (4 bytes)
|-
|align="middle"|float||align="left"| 32 bit signed single precision floating point value (4 bytes)
|-
|align="middle"|asciiz||align="left"| Null terminated (0x00) variable length ascii string
|-
|-
|}


----
As per V43 plus:


== File Format ==
* all compressed blocks are LZO compressed
* CompressedMinMax block is now nMinMax*8 in size
* CompressedNormals block is now nNormals*4 in size
* LodFrame has 4 extra floats
* UVSet structure changed to:
<syntaxhighlight lang="cpp">
LodUV
{
float uvScaling[4];
ulong nVertices;
tbool DefaultFill;
if (DefaultFill)
float UV; // default fill for all nVertices
else
float UV[nVertices]; // potentially compressed
}
</syntaxhighlight>


==== V48 (Arma2c) ====
As per V47 plus:
* [[P3D Model Info|ModelInfo]] has a 4 byte appendix


The following is a mix of ''pseudo-code'' and structure references that could be used to describe the file format of ODOL v40.
Arma2c format is the mainstay of Arma2. Types 43 and 47 are rarely encountered being works-in-progress in the initial release.
It may or may not be accurate but has do date been used to read ODOL v40 in some cases without manual intervention. As at the writing of this article in most cases though, manual intervention is required to complete navigation throughout the given p3d file as there is some unkonwn data that prevents continuous processing.


==== V49 (Arrowhead) ====
As per V48. No known differences apart from version number


=== Simple ===
==== V50 (Arrowhead DLC) ====


<code><nowiki>
Introduced in PMC and BAF DLC
  ODOLv40
* additional count after usedbones
  {
lodPointFlags swapped around
    Header;
    Model.cfg; (optional)
    Resolutions; (reverse numerical order)
  }
</nowiki></code>


=== Detailed ===
==== V52 (TOH) ====
intoduced in patch to BAF DLC, used mostly in TOH
*additional float after usedbones in each lod
* ModelInfo.PixelShaders additional 24 bytes
* LODFaceDefaults additional count and float
* LodStageTextures additional bool for type 11's


<code><nowiki>
==== V56 ({{arma3}}) ====
same as V52 Plus:
* thermal profile split into two chunks (same overall size as v52)
* unknown byte indices increased from 12 to 14
* animation class always four floats
* physx data added at end of file


  ODOLv40
==== V58 ({{arma3}}) ====
  {
* prefix added to header
    structP3DHeader Header;
* default indicators added at end of headerinfo
    byte[155] Unknown;
    structSkeleton Skeleton;
    byte unknown1;
    byte unknown2;
    if(unknown2== 0x00)
    {
      byte[31] byteArrayUnknown1;
    }
    else
    {
      byte[32] byteArrayUnknown1;
    }
    int unknown4;
    byte unknown5;
    asciiz ModelString1;
    asciiz ModelString2;
    byte[5] byteArrayUnknown2;
    byte AnimsExist;
    if (AnimsExist == 0x01)
      {
        int NoOfAnimSelections;
        structAnimation[NoOfAnimSelections] Animations;


        //Basically... for each bone there is a list of Animations and this array structure
==== V59 ({{arma3}}) ====
        //            is stored on a per resolution basis.
* no genuine changes simply an alteration of the type value from 32 to 64 bits
        int NoOfResolutions;
        for(int i=0; i<NoOfResolutions; i++)
        {
          int NoOfBones;
          for(int ii=0; ii<NoOfBones; ii++)
          {
            int NoOfAnims;
            for(int iii=0; iii<NoOfAnims; iii++)
            {
              int Animation;
            }
          }
        }


        //Unknown Anim info...
==== V60 ({{arma3}}) ====
        //Basically... for each Animation if the TransformType !=9 then there
* alteration to the physx data at end of file
        // is a 6 x float of positional info.
        for(int i=0; i<NoOfResolutions; i++)
        {
          int Anim;
          if (Anim != -1)
            {
              if (Animations[Anim].TransformType != 9)
              {
                  float[6] UnknownAnimInfo;
              }
            }
        }
      }//AnimExist
    byte[Header.NoOfResolutions * 8] Unknown8;
    bool[Header.NoOfResolutions] LODFaceIndicator;


    //Basically...For each Resolution if the LODFaceIndicator is true
==== V64 ({{arma3}}) ====
    //there is a int FaceCount + 13 bytes
* Compressed sections no longer follow the 1024 byte rule, they now have a byte field for compressed or not
    //I think this 'indicator' may serve other areas but at the very least it indicates
    //the following structure
    for (int i = 0; i < Header.NoOfResolutions; i++)
    {
        if (LODFaceIndicator[i])
        {
            int HeaderFaceCount;
            byte[13] Unknown9;
        }
    }


    int NoOfModelProxies;
==== V67 ({{arma3}}) ====
    if (NoOfModelProxies != 0)
* LOD sections have an added 4 bytes and optional CollimatorInfo structure
    {
* LOD struct has additional 4 bytes at the end and optional CollimatorInfo structure
      structProxy[NoOfModelProxies] ModelProxies;
    }


==== V68 ({{arma3}}) ====
* LOD struct has an additional byte at the end


    structResolution[Header.NoOfResolutions];  //Note:- Remember, the order in which lod's
                                              //      occur is descending numerical order.
                                              //      eg. Resolution 1.0 will be the last in
                                              //          the file.


    //EndOfFile
== File Format ==
  }


</nowiki></code>
See [[P3D Model Info]].
<syntaxhighlight lang="cpp">
ODOLv4x
{
StandardP3DHeader Header;
ModelInfo P3DModelInfo;
Animations Animations;
ulong StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
ulong EndAddressOfLods  [Header.NoOfLods];
LODFaceDefaults LODFaceDefaults;
ODOLv40Lod ODOLv40Lods[Header.NoOfLods];
if (any arma3 type)
{
long Always0;
A3_Physx A3_Physx[...]; // optional if not v60
}
} // EndOfFile
</syntaxhighlight>


----


== Structures ==
== Structures ==


=== StandardP3DHeader ===


=== structP3DHeader ===
common header structure for all P3D file formats
<code><nowiki>
struct structP3DHeader
{
  asciiz                  Filetype; //eg. ODOL
  int                      Version;    //eg. 0x2800 0000 = 40
  int                      NoOfResolutions;
  float[NoOfResolutions]  HeaderResolutions;
}
</nowiki></code>


=== structBone ===
<syntaxhighlight lang="cpp">
<code><nowiki>
struct
  structBone
{
  {
char[4] Filetype; // "ODOL"
    asciiz Bone;
ulong Version; // 40
    asciiz Parent;
if TYPE58 (arma3)
  }
Asciiz P3dPrefix; // \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
</nowiki></code>
endif
ulong NoOfLods; // alias NoOfResolutions;
}
</syntaxhighlight>


=== structSkeleton ===
An '''optional''' prefix declaring the actual location of the p3d was introduced for arma3 (2nd version). Idiotically, it means the p3d cannot be moved out of it is current pbo.
<code><nowiki>
  structSkeleton
  {
    asciiz                  SkeletonName;
    if (SkeletonName != null)
    {
      byte                    isInherited; // 0x00=false, 0x01=true
      int                    NoOfBones;
      structBone[NoOfBones]  Bones;
    }
  }
</nowiki></code>


=== structAnimation ===
The prefix is optional in the sense that it may be null. ("\0")
<code><nowiki>
  structAnimation
  {
    int        AnimTransformType;
    asciiz      AnimSelection;
    asciiz      AnimSource;
    switch(AnimTransformType)
      case 9: //"hide"
      {
        float minValue;
        float maxValue;
        float minPhase;
        float maxPhase;
        int sourceAdress;
        float hideValue;
      }
      case 8: //"direct"
      {
        float minValue;
        float maxValue;
        float minPhase;
        float maxPhase;
        int sourceAdress;
        float axisPos[3];
        float axisDir[3];
        float angle; //in radians whereas the model.cfg entry is in degrees
        float axisOffset;
      }
      default
      {
        float minValue;
        float maxValue;
        float minPhase;
        float maxPhase;
        int sourceAdress;
        float angle0/offset0; //depends on animType
        float angle1/offset1; //depends on animType
      }
  }
</nowiki></code>


=== structProxy ===
=== Animations ===
<code><nowiki>
  structProxy
  {
    asciiz      ProxyName;
    float[12]  ModelProxyUnknown1;
    int[4]      ModelProxyUnknown2;
  }
</nowiki></code>


=== structStage ===
<syntaxhighlight lang="cpp">
<code><nowiki>
Animations
  structStage
{
  {
tbool AnimsExist;
    asciiz  StageTexture;
if (AnimsExist)
    int      Stage;
{
    int      UVSource;
ulong nAnimationClasses; // eg NoOfAnimSelections;
    float[3] aside;
AnimationClass AnimationClasses[nAnimationClasses];
    float[3] up;
    float[3] dir;
    float[3] pos;
  }
</nowiki></code>


=== structMaterial ===
long NoOfResolutions; // is -1 if nAnimationClasses == 0
<code><nowiki>
Bones2Anims Bones2Anims[NoOfResolutions];
  structMaterial
Anims2Bones Anims2Bones[NoOfResolutions];
  {
// For every bone there is a list of Animations for each resolution
    asciiz        Material;
// And, a reversed table of every Animation gets a Bone.
    float[4]       Emissive;
// The reversed table optionally appends axis info dependent on the AnimTransformType
    float[4]       Ambient;
}
    float[4]      Diffuse;
}
    float[4]      forcedDiffuse;
</syntaxhighlight>
    float[4]      Specular;
    float          SpecularPower;
    int            PixelShaderId;
    int            VertexShaderId;
    structStage[]  Stages;
  }
</nowiki></code>


<code><nowiki>
=== AnimationClass ===
    //Basically... A direct replication of the information in the given .rvmat file
    for (int i = 0; i < NoOfMaterials; i++)
    {
      asciiz Material;
      byte[4] byteArrayMaterialUnknown1;
      float[4] Emissive;
      float[4] Ambient;
      float[4] Diffuse;
      float[4] forcedDiffuse;
      float[4] Specular;
      float    SpecularPower;
      int      PixelShaderId; //See enumPixelShaderId
      int      VertexShaderId; //See enumVertexShaderId
      //Based on the enumPixelShaderId that matches this PixelShaderId process a variable 'NoOfStages'
      //by default one should probably process 2 stages as this seems the most common amount
      if (NoOfStages > 0)
        {
          byte[34]  byteArrayMaterialUnknown2;
          for (int i = 0; i < NoOfStages; i++)
          {
            byte[4]  byteArrayMaterialUnknown3;
            asciiz    StageTexture;
            int      StageNumber;
          }
          for (int i = 0; i < NoOfStages; i++)
          {
            int      UVSource;
            float[3] aside;
            float[3] up;
            float[3] dir;
            float[3] pos;
          }
          byte[52] byteArrayMaterialUnknown4; //Possibly default values for a stage as same struct size
        }
        else
        {
          byte[86] byteArrayMaterialUnknown5;
        }
     
    }//EndOfMaterials
</nowiki></code>


=== structPolygons ===
<syntaxhighlight lang="cpp">
<code><nowiki>
AnimationClass
  structPolygons
{
  {
ulong AnimTransformType;
    byte NoOfVertices; // 3 or 4
asciiz AnimClassName; // "RightDoor"
    ushort[NoOfVertices] VerticesIndex; // 0-based index into Vertices Arrays
asciiz AnimSource; // "rotor"
  }
float MinMaxValue[2];
</nowiki></code>
float MinMaxPhase[2];
ulong junk; // used to be sourceAddress, no longer, always 953267991
IF ARMA3
ulong Always0; // no idea what this is used for
ulong sourceAddress; // this is the actual source address, 0 = clamp, 1 = mirror, 2 = loop
endif


=== structComponent ===
switch(AnimTransformType)
<code><nowiki>
case 0://rotaton
  structComponent
case 1://rotationX
  {
case 2://rotationY
    asciiz ComponentName;
case 3://rotationZ
float angle0;
float angle1;
break;
case 4://translation
case 5://translationX
case 6://translationY
case 7://translationZ
float offset0;
float offset1;
break;
case 8: //"direct"
float axisPos[3];
float axisDir[3];
float angle; //in radians whereas the model.cfg entry is in degrees
float axisOffset;
break;
case 9: //"hide"
float hideValue;
break;
}


    //Selected Faces
    int NoOfSelectedFaces;
    ushort[NoOfSelectedFaces] SelectedFaceIndexes;


    int intComponentUnknown1;
// corresponds to model.cfg
    bool bComponentUnknown1;
class CfgModels
    if (bComponentUnknown1)
{
    {
// ...
      int NoOf;
      int[NoOf] intArrayComponentUnknown1;
    }
    else
    {
      int intComponentUnknown2;
    }


    // Selected Vertices
class whateverModel : Default
    int NoOfSelectedVertices;
{
    ushort[NoOfSelectedVertices] SelectedVerticesIndexes; // Zero based array of index values into
// ...
                                                          // the array of Vertices.
class Animations
                                                          // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
{
                                                                      compressed.
class RightDoor // AnimClassName
{
type = "translation"; // AnimTransformType
source = "rotor"; // AnimSource
// etc
};
};
};
</syntaxhighlight>


    // Selected Vertices Properties
==== Bones2Anims ====
    int NoOfSelectedVertices;
Bones2Anims
    byte[NoOfSelectedVertices] SelectedVerticesProperties; // Zero based array of index values into
{
                                                          // the array of Vertices.
  ulong        NoOfBones;
                                                          // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
  Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
                                                                      compressed.
}
   }
==== Bone2AnimClassList ====
</nowiki></code>
Bone2AnimClassList
{
   ulong NoOfAnimClasses;
  ulong AnimationClassIndex[NoOfAnimClasses]; // a (sometimes repeating) list of zero based indexes into above animation classes
}


==== Anims2Bones ====
Anims2Bones
{
  AnimBones AnimBones[Animations.nAnimationClasses];
}


=== structProperties ===
==== AnimBones ====
<code><nowiki>
  structProperties
  {
    asciiz Property;
    asciiz Value;
  }
</nowiki></code>


=== structUV ===
every lod contains an identical list of animation entries that declare the position and axis of the each animation classes
<code><nowiki>
  structUV
  {
    float u;
    float v;
  }
</nowiki></code>


=== structVerticesPosition ===
AnimBones
<code><nowiki>
{
   structVerticesPosition
  long SkeletonBoneNameIndex; // zero based index to the SkeletonBoneName name & parentname
  // equivalent to selection = "LeftDoor"; eg in the model.cfg
  /*
  ** SkeletonBoneNameIndex== -1 when no skeleton bone is for this Anim and (obviously?) no axis information follows.
  */
   if (SkeletonBoneNameIndex!= -1) && (AnimationClass.AnimTransformType != 8 || 9)
   {
   {
    float x;
  /*
     float z;
  ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.
     float y;
  ** This because the "direct" (type 8) already has axis info in it is AnimationClass structure,
  ** and "hidden" (type 9) clearly doesn't need it.
  */
     XYZTriplet axisPos; //describes the position of the axis used for this anim
     XYZTriplet axisDir;
   }
   }
</nowiki></code>
}


=== structVerticesNormal ===
=== LODFaceDefaults ===
<code><nowiki>
  tbool            UseDefault[Header.NoOfLods];
   structVerticesNormal
   FaceData
   {
   {
     float x;
  ulong  HeaderFaceCount;
    float z;
  ulong  aDefaultLong;    //ffffffff or 6f 7a 80 fa eg
    float y;
  byte    UnknownByte;     //generally zero
   }
  byte    aFlag;            // zero or one
</nowiki></code>
  bytes  Zeroes[7];
  ======if v52 =========
  ulong  AnotherCount;
  float   AnotherFloat;
  =======endif===========
   }[Number of false UseDefault's];


=== structVerticesMinMax ===
A face data struct only exists for those lods who's UseDefault is zero
<code><nowiki>
  structVerticesMinMax
  {
    float x1;
    float z1;
    float y1;
    float x2;
    float z2;
    float y2;
  }
</nowiki></code>


=== structVerticesUnknown1 ===
=== ODOLv4xLod ===
<code><nowiki>
*Lod layout corresponds to Arma1 (type40). The differences in a2 are in the nitty gritty of the structures themselves. Arrowhead(v50) has some changes.
  structVerticesUnknown1
*TrueArma2 == type 47 or greater (lzo compression)
  {
*Type 43 was a preliminary p3d prior to lzo compression. rarely encountered
    ushort One;
    ushort Two;
    ushort Three;
    ushort Four;
    ushort Five;
    ushort Six;
  }
</nowiki></code>


=== structResolution (simple) ===
   ODOLv4xLod
<code><nowiki>
   structResolution
   {
   {
    NoOfVertices;
    ulong                        nProxies;
    <space>
    LodProxy                      LodProxies[nProxies];              // see [[P3D Lod Proxies]]
    NoOfTextures;
    ulong                        nLodItems;
    Textures;
    ulong                        LodItems[nLodItems];              // potentially compressed, except for v64 and later
     NoOfMaterials;
    ulong                        nBoneLinks;
    Materials;
    LodBoneLink                  LodBoneLinks[nBoneLinks];
    <space>
  =========if v5x==========
    NoOfPolygons;
    ulong                        LodPointCount;
    <space>
      if v52
    Polygons;
    float                        UnknownV52Float;
    <space>
     endif
    NoOfComponents;
    else
    Components;
    LodPointFlags                LodPointFlags;                     // Potentially compressed
    NoOfProperties;
===========endif==========
    Properties;
    float                        UnknownFloat1;
    <space>
    float                        UnknownFloat2;
    NoOfVertices;
    XYZTriplet                    MinPos;
    VerticesUVSet1;
    XYZTriplet                    MaxPos;
    NoOfVertices;
    XYZTriplet                    AutoCenterPos;
    VerticesUVSet2;
    float                        Sphere;                            // same as geo or mem values in modelinfo, if this lod is geo or memlod of course
    NoOfVertices;
    ulong                        NoOfTextures;
    VerticesPositions;
    asciiz                        LodPaaTextureNames[NoOfTextures]; //"ca\characters\hhl\hhl_01_co.paa"
    NoOfVertices;
    ulong                        NoOfMaterials;
    VerticesNormals;
    LodMaterial                  LodMaterials[NoOfMaterials];
    NoOfVertices;
    LodEdges                      LodEdges;                          // compressed see [[P3D Lod Edges]]
    VerticesMinMax; //Looks like Min/Max info.
    ulong                        NoOfFaces;
    NoOfVertices;
    ulong                        OffsetToSectionsStruct;           // see below
    VerticesUnknown1; //Looks like per vertex properties
    ushort                        AlwaysZero;
    NoOfVertices;
    LodFace                      LodFace[NoOfFaces];               // see [[P3D Lod Faces]]
    VerticesUnknown2; //hmmmm...
    ulong                        nSections;
    if(pointer<filesize)
    LodSection                    LodSections[nSections];           // see [[P3D Lod Sections]]
    ulong                        nNamedSelections;
    LodNamedSelection            LodNamedSelections[nNamedSelections]; //See [[P3D Named Selections]] potentially compressed
    ulong                        nTokens;
    NamedProperty                NamedProperties[nTokens];         //See [[Named Properties]]
    ulong                        nFrames;
    LodFrame                      LodFrames[nFrames];                //see [[P3D Lod Frames]]
    ulong                        IconColor;
    ulong                        SelectedColor;
    ulong                        special; // IsAlpha|IsTransparent|IsAnimated|OnSurface
    byte                          vertexBoneRefIsSimple;
    ulong                        sizeOfVertexTable;                 //(including these 4 bytes)
    if (v5x)
    LodPointFlags                LodPointFlags;                    // Potentially compressed
    endif
    VertexTable                  VertexTable;
=== V65 ===
    ulong  UnknownLongValue1
    if UnknownLongValue1
     {
     {
        NoOfProxies;
        CollimatorInfo  unknown //Vec3,Vec3,ulong,vec3,ulong
        Proxies;
        <space>
     }
     }
    NoOf;
===========
    IntermittentUnknownData; // As at article date 12-Aug-2007. This data is not in every lod
=== V68 ===
                              // it is intermittent. Currently, structure is unknown.
    byte unknown;
                              // Can be bypassed by manual intervention to start of next resolution.
  ===========
                              // Most likely is Texture-2-Face/Vertex mappings.
                              //This is a 'show-stopper' for continuous processing.
   
   }
   }
</nowiki></code>
==== VertexTable ====
 
all arrays are subject to compression
 
struct
{
    UvSet                        DefaultUVset;
    ulong                        nUVs;                              //in error, V47 sometimes sets nUV's as 0 but means 1
    UvSet                        UVSets[nUVs-1];
    ulong                        NoOfPoints;
    XYZTriplet                    LodPoints[NoOfPoints];
    ulong                        nNormals;
    (A2)LodNormals                LodNormals[nNormals];
    ulong                        nMinMax;
    (A2)LodMinMax                MinMax[nMinMax];                  //optional
    ulong                        nProperties;
    VertProperty                  VertProperties[nProperties];      //optional related to skeleton
    ulong                        Count;
    VertexNeighborInfo            neighborBoneRef[Count];          //optional
 
 
 
  }
 
*All non zero counts counts are the same.
*Points,PointFlags, Normals and UV1 arrays are an integral group, they are either all there, or not specified (RacetK.p3d, a [[P3D Lod Frames|FrameTime]] lod has no counts at all)
*UV2,MinMax, VertProperties and Unknown are optional in the sense that their counts can individually be zero, else they are the same as the others
*In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.
 
==== CompressedFill Arrays ====


=== structResolution (detailed) ===
LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.
<code><nowiki>
  structResolution
  {
    int        NoOfVertices;
    byte       byteResUnknown1;
    byte        byteResUnknown2;
    switch (byteResUnknown2)
    {
        case 0x00: { byte[40] byteArrayResUnknown1; break; }
        case 0x20: { byte[45] byteArrayResUnknown1; break; }
        case 0x30: { byte[45] byteArrayResUnknown1; break; }
        case 0xFF: { byte[45] byteArrayResUnknown1; break; }
        case 0x3F: { byte[51] byteArrayResUnknown1; break; }
    }
    int                            NoOfTextures;
    asciiz[NoOfTextures]            Textures;
    int                            NoOfMaterials;
    structMaterial[NoOfMaterials]  Materials;


    byte[8] byteArrayResUnknown2;
struct
    int NoOfPolygons;
{
    byte[6] byteArrayResUnknown3;
  ulong                        Count;
    structPolygons[NoOfPolygons] Polygons;
  tbool                        DefaultFill;
   
  if (DefaultFill)
    //Model 'Section' Info. Unknown structure, however this code snippet iterates over it
  type                        Array;         // default fill for all Counts
    int NoOfSections;
  else
    for (int i = 0; i < NoOfSections; i++)
  type                        Array[Count];   // potentially compressed
    {
}
      byte[26] byteArrayResUnknown4;
      byte byteResUnknown3;
      if (byteResUnknown3 == 0xFF)
      {
        byte[16] byteArrayResUnknown5;
      }
      else
      {
        byte[15] byteArrayResUnknown5;
      }
    }//EndOf Model 'Section' info. structure


     int NoOfComponents;
The structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.
     structComponent[NoOfComponents] Components;
==== UVset ====
if TrueARMA2
     float                        UVScale[4];
endif
     (A2)LodUV                    LodUV;


    int NoOfProperties;
==== LodUV ====
    structProperties[NoOfProperties] Properties;
CompressedFill type = UVPair // eg float U,V;
==== A2LodUV ====
CompressedFill type = float // eg float UV;
==== LodNormals ====
  CompressedFill type = XYZTriplet
==== A2LodNormals ====
  CompressedFill type = CompressedXYZTriplet


    ushort usUnknown1;
===== CompressedXYZTriplet =====
    ushort usUnknown2;
    if (usUnknown2 == 0)
    {
      byte[17] byteArrayResUnknown6;
    }
    else
    {
      byte[15] byteArrayResUnknown6;
    }


    int NoOfVertices;
contains 3 x 10 bit fields in a 32bit 'integer'
    byte bUV
    if (bUV == 0x00)
    {
        structUV[NoOfVertices2ndUV] VerticesUVSet1;        //  </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
                                                                      compressed.
      int NoOfVertices2ndUV;
    }
    else
    {
      byte[12] byteArrayResUnknown7;
    }


    if (NoOfVertices2ndUV == 2)
code for converting back to a standard XYZTriplet is:
    {
      int NoOfVertices2ndUV;
      byte bUV;
      if (bUV == 0x00)
      {
        structUV[NoOfVertices2ndUV] VerticesUVSet2;        //  </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
                                                                      compressed.
      }
      else
      {
        byte[8] byteArrayResUnknown8;
      }
    }


     int NoOfVertices;
void DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)
     structVerticesPosition[NoOfVertices] VerticesPositions;        // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
{
                                                                      compressed.
     double scaleFactor = -1.0 /511;
     int NoOfVertices;
     trp->X=trp->Y=trp->Z=0.0;
     byte bNormal;
    int x=  CompressedXYZ      & 0x3FF;
     if (bNormal == 0x00)
     int y = (CompressedXYZ>> 10) & 0x3FF;
     {
     int z = (CompressedXYZ>> 20) & 0x3FF;
      structVerticesNormal[NoOfVertices] VerticesNormals;  // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
     if (x > 511) x -= 1024;
     }                                                                compressed.
    if (y > 511) y -= 1024;
     else
     if (z > 511) z -= 1024;
     {
     if (x) trp->X = (float)(x * scaleFactor);
        byte[12] byteArrayResUnknown9;
     if (y) trp->Y = (float)(y * scaleFactor);
    }
     if (x) trp->Z = (float)(z * scaleFactor);
}


    int NoOfVertices;
==== LodPointFlags ====
    if (NoOfVertices != 0)
CompressedFill type = ulong bits
    {
      structVerticesMinMax[NoOfVertices] VerticesMinMax;  // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
    }                                                                compressed.


    int NoOfVertices;
This table is the equivalent of Oxygen's points->properties dialog box. It specifically stores the user values and other flags for that point.
    if (NoOfVertices != 0)
    {
      structVerticesUnknown1[NoOfVertices] VerticesUnknown1;  // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
      int NoOfVertices;                                              compressed.
    }


    if (NoOfVertices != 0)
In ODOl7 it was part of the vertex table. In Arma, it is separate.
    {
      byte[32][NoOfVertices] VerticesUnknown2;  // </nowiki><b>''Note:-''</b><nowiki> If expectedSize >= 1024 bytes this array is
    }                                                                compressed.


    if (Pointer < Filesize)
See [[P3D Point and Face Flags]]
    {
      int NoOfProxies;
      if (ProxyCount != 0)
      {
          structProxy[NoOfProxies] Proxies;
      }
      if (Pointer < Filesize)
      {
        int NoOf;
        int[NoOf] intArrayResUnknown1;
        int NoOf;
        if (NoOf > 0)
        {
          for (int i = 0; i < NoOf; i++)
          {
              int NoOf2;
              int[NoOf2] intArrayResUnknown2;
          }
        }
        else
        {
            int intResUnknown1;
        }
      }
    }


  // Show stopper...
==== LodMinMax ====
  // At this point there is a unknown, intermittent, variable length structure.
CompressedArray
  // Requires manual intervention to move to next resolution.
{
  // possibly Face-2-Texture mappings.
  XYZTriplet    MinMax[Count][2]; // 2 == min vs max
}


  byte[VariableLength] IntermittentUnknownData; //Only present intermitently.
==== A2LodMinMax ====
CompressedArray
{
  float        MinMax[Count][2]; // 2 == min vs max
}


==== VertProperty ====
CompressedArray
{
  ulong  index;// seen range 0..4
  ulong  a,b; // definite not floats. might be flags, or indices
}


   //EndOfResolution
==== VertexNeighborInfo ====
   }
CompressedArray
</nowiki></code>
{
   ushort  vertexIndex _posA;
   AnimationRTWeight _rtwA;
  ushort  vertexIndex _posB;
  AnimationRTWeight _rtwB;
}
 
==== LodBoneLink ====


----
LodBoneLink
{
  ulong NoOfLinks;        //range 0..3
  ulong Value[NoOfLinks];  //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.
}


== Decompression ==
==== LodMaterial ====
Basically... A direct replication of the information in the given .rvmat file


In ODOL v40 format files some of the datastructures present in the file are compressed by using a form of LZ compression.
The stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.
Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.
:The first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=""), unless, specified in the rvmat
With this information and the size of a given data item one has the necessary information to expand the data to it's original format and size.
:The last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.
::TI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 (Arma1 and Arma2) do not have a TI stage at all.
Neither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').


When specified in the rvmat (class Stage0 and StageTI respectively), no  class uvTransform is declared for them. It is assumed default empty.


<b>''Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is >= 1024 bytes.''</b>
In an rvmat, uvTransforms are ordinarily declared within each stage body.


In a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)


<b>''The code that follows is written in C# and may or may not be optimal or correct.''</b>
This P3D style can, if preferred, be used in rvmat syntax as
class TexGenX
{
  .......
};


class StageZ
{
  .........
  Texgen=X;
};
where X and Z are numbers




As an example if one was expanding the array of vertices positions...


* A vertex is described by it's x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
  LodMaterial
* If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.
  {
    asciiz            RvMatName;    // "ca\characters\data\soldier_captive_hhl.rvmat"
    ulong            Type;          // 9 == Arma, 10==VBS2,11==Arrowhead
    D3DCOLORVALUE    Emissive;
    D3DCOLORVALUE    Ambient;
    D3DCOLORVALUE    Diffuse;
    D3DCOLORVALUE    forcedDiffuse;
    D3DCOLORVALUE    Specular;
    D3DCOLORVALUE    Specular2;      //Usually same as Specular
    float             SpecularPower;
    ulong            PixelShaderId;  //See enumPixelShaderId
    ulong            VertexShaderId;  //See enumVertexShaderId
    LongBool          Arma1UnKnownBool;//A2 deprecated, always 1
                                      //A1 mostly 1 otherwise 0
    ulong            Arma1AnIndex;    //A2 deprecated, always 1
                                      //A1 0,1 or 2
    asciiz            BiSurfaceName;  // "ca\data\Penetration\plastic.bisurf"
    LongBool          Arma1Mostly0x01; //A2 deprecated, always 1
                                      //A1 rarely zero
    ulong            RenderFlags;    //Generally 0
    ulong            nTextures;
    ulong            nTransforms;    // always same as nTextures
    LodStageTexture  StageTextures  [nTextures];
    LodStageTransform StageTransforms[nTransforms];
    if type>=10//vbs2/arma2
    LodStageTexture  DummyStageTexture;// see special, additional byte for THIS stagetexture
    endif 
  } 


This 'expectedSize' is the only necessary information one would need to pass to a processing sub-routine or function.
:Each lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture
:It is the only entry if a SurfaceName exists.


=== A3_Physics Type1 (optional) ===


<code><nowiki>
  public bool Expand(int ExpectedSize)
   {
   {
      byte PacketFlagsByte; //packet flags
    A3_stanza A3_stanzas[...]; // optional
      byte WIPByte;
    float  aFloat;
      BitVector32 BV;
  }
      msLZ = new MemoryStream(ExpectedSize);
*The type1 structure may not be present at all, or, only contain the single ending float
      BinaryWriter bwLZ = new BinaryWriter(msLZ);
      byte[] Buffer = new byte[ExpectedSize + 15];
      bool[] BitFlags = new bool[8];
      int i = 0, PointerRef = 0, ndx = 0, CalculatedCRC = 0, ReadCRC = 0, rPos, rLen, CurrentPointerRef = 0, Count = 0;
      int Bit0 = BitVector32.CreateMask();
      int Bit1 = BitVector32.CreateMask(Bit0);
      int Bit2 = BitVector32.CreateMask(Bit1);
      int Bit3 = BitVector32.CreateMask(Bit2);
      int Bit4 = BitVector32.CreateMask(Bit3);
      int Bit5 = BitVector32.CreateMask(Bit4);
      int Bit6 = BitVector32.CreateMask(Bit5);
      int Bit7 = BitVector32.CreateMask(Bit6);


==== A3 stanza ====


      PacketFlagsByte = br.ReadByte();
{
      do
  //header//////
      {
  long  Xcount,Ycount,Zcount;
          BV = new BitVector32(PacketFlagsByte);
  float  floats[4];
          BitFlags[0] = BV[Bit0];
  long  minCount; //Always2;
          BitFlags[1] = BV[Bit1];
  long  maxCount; //Always4;
          BitFlags[2] = BV[Bit2];
  //////////////
          BitFlags[3] = BV[Bit3];
  float  frames[Xcount*Ycount*Zcount][5];
          BitFlags[4] = BV[Bit4];
          BitFlags[5] = BV[Bit5];
          BitFlags[6] = BV[Bit6];
          BitFlags[7] = BV[Bit7];
          i = 0;
          do
          {
              if ((int)bwLZ.BaseStream.Position >= ExpectedSize) { break; }
              if (BitFlags[i++]) //Direct Output
              {
                  WIPByte = br.ReadByte();
                  bwLZ.Write(WIPByte);
                  Buffer[PointerRef++] = WIPByte;
                  CalculatedCRC += WIPByte;
              }
              else //Get from previous 4k
              {
                  rPos = (int)(br.ReadByte());
                  rLen = (int)(br.ReadByte());
                  rPos |= (rLen & 0xF0) << 4;
                  rLen = (rLen & 0x0F) + 2;
                  CurrentPointerRef = PointerRef;
                  if ((CurrentPointerRef - (rPos + rLen)) > 0)
                  {
                      //Case of wholly within the buffer, partially within the end of the buffer or wholly outside the end of the buffer
                      for (Count = 0; Count <= rLen; Count++)
                      {
                          ndx = (CurrentPointerRef - rPos) + Count;
                              if (ndx < 0)
                              {
                                  //Beyond the start of the buffer
                                  WIPByte = 0x20;
                              }
                              else
                              {
                                  //Within the buffer
                                  WIPByte = Buffer[ndx];
                              }
                          //}
                          bwLZ.Write(WIPByte);
                          Buffer[PointerRef++] = WIPByte;
                          CalculatedCRC += WIPByte;
                      }
                  }
                  else
                  {
                      //Case of wholly or partially beyond the start of the buffer.
                      for (Count = 0; Count <= rLen; Count++)
                      {
                          ndx = (CurrentPointerRef - rPos) + Count;
                          if (ndx < 0)
                          {
                              //Beyond the start of the buffer
                              WIPByte = 0x20;
                          }
                          else
                          {
                              //Within the buffer
                              WIPByte = Buffer[ndx];
                          }
                          bwLZ.Write(WIPByte);
                          Buffer[PointerRef++] = WIPByte;
                          CalculatedCRC += WIPByte;
                      }
                  }
              }
          }
          while ((i < 8) & (bwLZ.BaseStream.Position < ExpectedSize));
          if (bwLZ.BaseStream.Position < ExpectedSize) { PacketFlagsByte = br.ReadByte(); }
      }
      while (bwLZ.BaseStream.Position < ExpectedSize);
      ReadCRC = br.ReadInt32();
      return (ReadCRC == CalculatedCRC);
   }
   }
</nowiki></code>


----
A header with no frames is legal, it is XYZcounts (and floats[4]) are zero.
 
A 'stanza' consists of 5 float values. The amount of stanzas (if any) are determined by the 3 counts.


== Reference Tables ==
The range of each count value varies between 2,3 and 4.


Note: These are not part of the p3d model file but are reference tables used for processing.


=== Resolutions ===
=== A3 Physx type60 ===
Introduced for format 60
{
  long      signature; // 0x03020400
  long      nStanzas;
  stanza60  stanza60s[nStanzas];
  long      signature; // same as above
  long      nStanzas2;
  stanza60  stanza60s2[nStanzas2];
};
==== stanza60 ====
{
  {// 1st stanza
  long    signature;//0x03020400
  long    size;
  bytes  phsyx_data[size];
  }
  {// 2nd stanza
  long    signature;// as above
  long    size;
  bytes  phsyx_data2[size];
  }
}
* the signatures and sizes are NOT optional. the data is
===== phsyx_data =====
{
  phsyx_header
  {
    {
      byte id[8]; // 'NXS.CVXM'
      long Always13;
      long Always0;
    }
    {
      byte id[8]; // 'ICE.CLHL'
      long Always6;
    }
    {
      byte id[8]; // always 'ICE.CVHL'
      long Always6;
    }
    long nTriplets;
    long count;
    long nFrames;
    long 2xcount;  // always dbl 'count'
  }
  tripletXYZ triplets[nTriplets];
  short 00;
  frames
  {
    float floats[4];
    long  value;
  }frames[nFrames];
  byte  index[variable length];
  //25x4 byte ending sequence
  float generally_zero;
  float f;
  long  value;
  float floats[7];
  long  value2;
  float floats[14];
};
*the amount of index bytes can be determined by end of frame data to the start of the fixed 25x4 offset at end of lod


<code><nowiki>
=== D3DCOLORVALUE ===
  refResolutions
  D3DCOLORVALUE
  {
  {
   float Resolution;
   float r,g,b,a;
  string ResolutionName;
  }
  }
</nowiki></code>
===== RenderFlags =====
:*Bit0:AlwaysInShadow (A1 only)
:*Bit1:NoZWrite
:*Bit4:NoColorWrite
:*Bit5:NoAlphaWrite
:*Bit6:AddBlend
:*Bit7:AlphaTest (clutter)
:*Bit8:AlphaTest64 (clutter)
:*Bit19:Road      (a1only)
:*Bit11:NoTiWrite
 
===== LodStageTexture =====
LodStageTexture
{
  ulong  TextureFilter; // see below
  asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
                        // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
  ulong  TransformIndex;      // zero based, see below
if =======Type11 AND V52 OR Type11 AND last(dummy) stage Texture ===================
  byte  V52Type11bool;  // only for arrowhead/pmc . and only for material types 11
endif
};
 
:The first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures
 
:Later p3d formats (VBS2, Operation Arrowhead) append an additional classTI LodStageTexture. if not present or declared in the rvmat file, it is a dummy entry. The rvmat gui editor from BisTools is not able to display this.
 
:The TransformIndex is generally iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc. It refers to the nTH Transform Matrix
 
:TextureFilter maybe 1 of the following values.
:*0: Point // sometimes
:*1: Linear  // rarely
:*2: TriLinear // not seen
:*3: Anisotropic (default)
 
===== LodStageTransform =====
  LodStageTransform
  {
    ulong UVSource;
    float Transform[4][3];//a DirectX texture space transform matrix
  };
 
:UVSource corresponds to the 8 possible uvsets available
 
:*0 "None"
:*1 "Tex" default
:*2: "Tex2"
:*........
:*8:"Tex8"
 
:*Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered
 
==== NamedProperty ====
  struct
  {
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
  }
 
*See [[Named Properties]]
 
== Decompression ==
 
see [[Compressed LZSS File Format]]
 
see [[Compressed LZO File Format]]
 
 
In ODOL v40 and v43 format files, some of the data structures present in the file are compressed by using LZSS compression.
ODOL v47 and v48 use LZO compression. This is represented as
 
Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.
With this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.
 
<b>''Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is >= 1024 bytes.''</b>
 
<b>V64+</b>
v64 implements a new flag for all compressed blobs. They no longer follow the 1024 byte rule. All possibly compressed arrays are now:
 
ulong elementCount
byte  compressed
    0 - not compressed
    2 - compressed
byte  data[elementCount]
 
As an example if one was expanding the array of vertices positions...
 
* A vertex is described by it is x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
* If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.
 
This 'expectedSize' is the only necessary information one would need to pass to a processing sub-routine or function.
 
 


{| border="0"
== Reference Tables ==
!width="100" align="left"|Hex-Value
!width="50" align="left"|Value
!width="150" align="left"|Value
!width="300" align="left"|Description
|-
|-
|align="left"|0x447a0000||align="left"|1.0e3||align="left"|1,000||align="left"|View Gunner
|-
|align="left"|0x44898000||align="left"|1.1e3||align="left"|1,100||align="left"|View Pilot
|-
|align="left"|0x44960000||align="left"|1.2e3||align="left"|1,200||align="left"|View Cargo
|-
|align="left"|0x461c4000||align="left"|1.0e4||align="left"|10,000||align="left"|Stencil Shadow
|-
|align="left"|0x461c6800||align="left"|1.001e4||align="left"|10,010||align="left"|Stencil Shadow 2
|-
|align="left"|0x462be000||align="left"|1.1e4||align="left"|11000||align="left"|Shadow Volume
|-
|align="left"|0x462c0800||align="left"|1.101e4||align="left"|11010||align="left"|Shadow Volume 2
|-
|align="left"|0x551184e7||align="left"|1.0e13||align="left"|10,000,000,000,000||align="left"|Geometry
|-
|align="left"|0x58635fa9||align="left"|1.0e15||align="left"|1,000,000,000,000,000||align="left"|Memory
|-
|align="left"|0x58e35fa9||align="left"|2.0e15||align="left"|2,000,000,000,000,000||align="left"|Land Contact
|-
|align="left"|0x592a87bf||align="left"|3.0e15||align="left"|3,000,000,000,000,000||align="left"|Roadway
|-
|align="left"|0x59635fa9||align="left"|4.0e15||align="left"|4,000,000,000,000,000||align="left"|Paths
|-
|align="left"|0x598e1bca||align="left"|5.0e15||align="left"|5,000,000,000,000,000||align="left"|HitPoints
|-
|align="left"|0x59aa87bf||align="left"|6.0e15||align="left"|6,000,000,000,000,000||align="left"|View Geometry
|-
|align="left"|0x59c6f3b4||align="left"|7.0e15||align="left"|7,000,000,000,000,000||align="left"|Fire Geometry
|-
|align="left"|0x59e35fa9||align="left"|8.0e15||align="left"|8,000,000,000,000,000||align="left"|View Cargo Geometry
|-
|align="left"|0x59ffcb9e||align="left"|9.0e15||align="left"|9,000,000,000,000,000||align="left"|View Cargo Fire Geometry
|-
|align="left"|0x5a0e1bca||align="left"|1.0e16||align="left"|10,000,000,000,000,000||align="left"|View Commander
|-
|align="left"|0x5a1c51c4||align="left"|1.1e16||align="left"|11,000,000,000,000,000||align="left"|View Commander Geometry
|-
|align="left"|0x5a2a87bf||align="left"|1.2e16||align="left"|12,000,000,000,000,000||align="left"|View Commander Fire Geometry
|-
|align="left"|0x5a38bdb9||align="left"|1.3e16||align="left"|13,000,000,000,000,000||align="left"|View Pilot Geometry
|-
|align="left"|0x5a46f3b4||align="left"|1.4e16||align="left"|14,000,000,000,000,000||align="left"|View Pilot Fire Geometry
|-
|align="left"|0x5a5529af||align="left"|1.5e16||align="left"|15,000,000,000,000,000||align="left"|View Gunner Geometry
|-
|align="left"|0x5a635fa9||align="left"|1.6e16||align="left"|16,000,000,000,000,000||align="left"|View Gunner Fire Geometry
|-
|align="left"|0x5a7195a4||align="left"|1.7e16||align="left"|17,000,000,000,000,000||align="left"|Sub Parts
|-
|-
|}


Note: Hex-Values are provided for convenience, as you can use those in different programming languages 'switch'-statement as opposed to floating point values.


=== Material Stages ===
=== Material Stages ===
Line 845: Line 775:
A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.
A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.


<code><nowiki>
<code style="display: block"><nowiki>
  refShaderStages
  refShaderStages
  {
  {
Line 868: Line 798:
|align="left"|0x03, 3||align="left"|NormalMapThrough||align="left"|normal map shader - through lighting||align="left"|3
|align="left"|0x03, 3||align="left"|NormalMapThrough||align="left"|normal map shader - through lighting||align="left"|3
|-
|-
|align="left"|0x04, 4||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x04, 4||align="left"|NormalMapSpecularDIMap||align="left"|VBS2 only||align="left"|2
|-
|-
|align="left"|0x05, 5||align="left"|NormalMapDiffuse||align="left"|?||align="left"|2
|align="left"|0x05, 5||align="left"|NormalMapDiffuse||align="left"|?||align="left"|2
Line 876: Line 806:
|align="left"|0x07, 7||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x07, 7||align="left"|?||align="left"|?||align="left"|?
|-
|-
|align="left"|0x08, 8||align="left"|Water||align="left"|sea water||align="left"|2
|align="left"|0x08, 8||align="left"|Water||align="left"|A1 only sea water||align="left"|2
|-
|-
|align="left"|0x09, 9||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x09, 9||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x0A, 10||align="left"|White||align="left"|?||align="left"|0
|align="left"|0x0A, 10||align="left"|White||align="left"|A1 only||align="left"|0
|-
|-
|align="left"|0x0B, 11||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x0B, 11||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x0C, 12||align="left"|AlphaShadow||align="left"|shadow alpha write||align="left"|0
|align="left"|0x0C, 12||align="left"|AlphaShadow||align="left"|shadow alpha write||align="left"|0
Line 888: Line 818:
|align="left"|0x0D, 13||align="left"|AlphaNoShadow||align="left"|shadow alpha (no shadow) write||align="left"|0
|align="left"|0x0D, 13||align="left"|AlphaNoShadow||align="left"|shadow alpha (no shadow) write||align="left"|0
|-
|-
|align="left"|0x0E, 14||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x0E, 14||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x0F, 15||align="left"|DetailMacroAS||align="left"|?||align="left"|3
|align="left"|0x0F, 15||align="left"|DetailMacroAS||align="left"|?||align="left"|3
|-
|-
|align="left"|0x10, 16||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x10, 16||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x11, 17||align="left"|?||align="left"|?||align="left"|?
|align="left"|0x11, 17||align="left"|?||align="left"|vbs2||align="left"|?
|-
|-
|align="left"|0x12, 18||align="left"|NormalMapSpecularMap||align="left"|?||align="left"|2
|align="left"|0x12, 18||align="left"|NormalMapSpecularMap||align="left"|?||align="left"|2
Line 919: Line 849:
|-
|-
|align="left"|0x3C, 60||align="left"|NormalMapThroughSimple||align="left"|?||align="left"|0
|align="left"|0x3C, 60||align="left"|NormalMapThroughSimple||align="left"|?||align="left"|0
|-
|align="left"|0xxx, 102||align="left"|Super||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 103||align="left"|Multi||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 107||align="left"|Tree||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 110||align="left"|Skin||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0x6F, 111||align="left"|CalmWater||align="left"|Arrowhead||align="left"|7
|-
|align="left"|0xxx, 114||align="left"|TreeAdv||align="left"|Arrowhead||align="left"|0
|-
|align="left"|0xxx, 116||align="left"|TreeAdvTrunk||align="left"|Arrowhead||align="left"|0
|-
|-
|-
|-
Line 927: Line 871:
== Enums ==
== Enums ==


<code><nowiki>
int enum PixelShaderId
{
  Normal = 0x00,
  NormalMap = 0x02,
  NormalMapDiffuse = 0x05,
  NormalMapMacroASSpecularMap = 0x14,
  NormalMapSpecularDIMap = 0x16,
  NormalMapMacroASSpecularDIMap = 0x18,
  AlphaShadow = 0x0C,
  AlphaNoShadow = 0x0D,
  Glass = 0x38,
  Detail = 0x06,
  NormalMapSpecularMap = 0x12
}
</nowiki></code>


<code><nowiki>
 
<code style="display: block"><nowiki>
  int enum VertexShaderId
  int enum VertexShaderId
  {
  {
  Basic = 0x00,
case 0: return "Basic";
  NormalMap = 0x01,
case 1: return "NormalMap";
  NormalMapAS = 0x0F
case 2: return "NormalMapDiffuse";
case 3: return "Grass";
case 8: return "Water";
case 11: return  "NormalMapThrough";
case 15: return "NormalMapAS";
case 14: return "BasicAS";
case 17: return "Glass";
case 18: return "NormalMapSpecularThrough";
case 19: return "NormalMapThroughNoFade";
case 20: return "NormalMapSpecularThroughNoFade";
case 23: return "Super";
case 24: return "Multi";
case 25: return "Tree";
case 30: return "CalmWater";
case 26: return "TreeNoFade";
case 29: return "Skin";
case 31: return "TreeAdv";
case 32: return "TreeAdvTrunk";
  }
  }
</nowiki></code>
</nowiki></code>
Line 961: Line 907:
[[P3D File Format - ODOLV40|Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)]]
[[P3D File Format - ODOLV40|Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)]]
[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]
[[Category:ArmA: File Formats]]
{{GameCategory|arma1|File Formats}}

Latest revision as of 11:58, 6 December 2023

bi symbol white.png
Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

This page contains unofficial information.

Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.
Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.

Introduction

Acknowledgements

This body of work is due to Synide's sweat and tears. To whom, all honour and glory. Ably assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.

General

The general format of an ArmA ODOLV4x p3d model is similar to the ODOLV7 format. The major differences are that ArmA models have

  • an optional model.cfg, and
  • Lods occur in the file from highest to lowest LodType value.

Legend

see Generic FileFormat Data Types

Relative Coordinates

All coordinates are relative to ModelInfo.CentreOfGravity

File Paths

The PrefixRoot\ folder.

Life for modellers would be far less tedious if filenames could also be relative to the p3d they are encountered in. Altering or moving or renaming the pbo (and specifically it is prefix) would not alter the relative location of the paa's it contains.

BI choose to use hard-wired Pbo-Prefix-addressing ONLY.

All hardwired addressing is relative to a built-in-situ (ie virtual) PrefixRoot\ folder

Each and every pbo in Arma contains a unique identity name, a prefix. Irrespective of the name of the pbo, the prefixname is THE name of the pbo from the perspective of the engine. In most cases, the prefixname is, conveniently, the filename. One huge advantage of this mechanism, sorely sorely missed in OFP. is that self-documenting increasing revisions of an addonV123.pbo can be supplied to Arma, with no changes to the mission sqms and other pbos that refer to it.

The PrefixRoot\ folder contains the prefix names of all pbos encountered (almost) ANYWHERE.

Thus the pbos in the Official Addons folder, the Oem Mods\Addons folder(s), the Dta core and bin pbo's, are all examined for their unique prefix names. These prefix names become the dictionary index of where the pbo really is, AND, what filename it actually is.

Thus all filename references in a p3d, *unconditionally* contain a prefixname\someFile\SomeWhere.

In most cases they refer to the very same pbo as the containing p3d and a great pity that the extraneous information could not have been removed by (optional) relative addressing as it requires a great deal of fiddling about when modifying models.

Note also that there is some inconsistency in filename paths. Most do not have a leading \. Some, require it. Both are indeed \hardwired

An Example:

P3dProxyName ="\ca\a10\agm65";

The immediate (and unfortunate) impression is that there is an A10 folder inside the official CA.pbo addon. In fact, the prefix of the A10.pbo = "ca\A10". Thus this reference is to the A10.pbo within which, is a agm65.p3d in it is root folder. (and again, this reference is in fact an extraneous reference to itself since the referring p3d (A10.p3d) is in the same pbo)

Versions

This Document covers ODOL versions:

V40 (Armed Assault)

  • Original Armed Assault binarised p3d

VBS2

ModelInfo now has a 24 byte thermal profile appended

V43 (Arma2a)

  • As per VBS2 plus
  • An extra byte at end of Skeleton structure: always 0
  • LZSS compression is still used at this level

V47 (Arma2b LZO)

As per V43 plus:

  • all compressed blocks are LZO compressed
  • CompressedMinMax block is now nMinMax*8 in size
  • CompressedNormals block is now nNormals*4 in size
  • LodFrame has 4 extra floats
  • UVSet structure changed to:
LodUV
{
	float	uvScaling[4];
	ulong	nVertices;
	tbool	DefaultFill;
	if (DefaultFill)
	float	UV;				// default fill for all nVertices
	else
	float	UV[nVertices];	// potentially compressed
}

V48 (Arma2c)

As per V47 plus:

Arma2c format is the mainstay of Arma2. Types 43 and 47 are rarely encountered being works-in-progress in the initial release.

V49 (Arrowhead)

As per V48. No known differences apart from version number

V50 (Arrowhead DLC)

Introduced in PMC and BAF DLC

  • additional count after usedbones

lodPointFlags swapped around

V52 (TOH)

intoduced in patch to BAF DLC, used mostly in TOH

  • additional float after usedbones in each lod
  • ModelInfo.PixelShaders additional 24 bytes
  • LODFaceDefaults additional count and float
  • LodStageTextures additional bool for type 11's

V56 (Arma 3)

same as V52 Plus:

  • thermal profile split into two chunks (same overall size as v52)
  • unknown byte indices increased from 12 to 14
  • animation class always four floats
  • physx data added at end of file

V58 (Arma 3)

  • prefix added to header
  • default indicators added at end of headerinfo

V59 (Arma 3)

  • no genuine changes simply an alteration of the type value from 32 to 64 bits

V60 (Arma 3)

  • alteration to the physx data at end of file

V64 (Arma 3)

  • Compressed sections no longer follow the 1024 byte rule, they now have a byte field for compressed or not

V67 (Arma 3)

  • LOD sections have an added 4 bytes and optional CollimatorInfo structure
  • LOD struct has additional 4 bytes at the end and optional CollimatorInfo structure

V68 (Arma 3)

  • LOD struct has an additional byte at the end


File Format

See P3D Model Info.

ODOLv4x
{
	StandardP3DHeader Header;
	ModelInfo		P3DModelInfo;
	Animations		Animations;
	ulong			StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
	ulong			EndAddressOfLods  [Header.NoOfLods];
	LODFaceDefaults	LODFaceDefaults;
	ODOLv40Lod		ODOLv40Lods[Header.NoOfLods];
	if (any arma3 type) 
	{
		long		Always0;
		A3_Physx	A3_Physx[...]; // optional if not v60
	}
} // EndOfFile


Structures

StandardP3DHeader

common header structure for all P3D file formats

struct
{
	char[4]	Filetype;		// "ODOL"
	ulong	Version;		// 40
	if TYPE58 (arma3)
		Asciiz	P3dPrefix;	// \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
	endif
	ulong	NoOfLods;		// alias NoOfResolutions;
}

An optional prefix declaring the actual location of the p3d was introduced for arma3 (2nd version). Idiotically, it means the p3d cannot be moved out of it is current pbo.

The prefix is optional in the sense that it may be null. ("\0")

Animations

Animations
{
	tbool	AnimsExist;
	if (AnimsExist)
	{
		ulong			nAnimationClasses; // eg NoOfAnimSelections;
		AnimationClass	AnimationClasses[nAnimationClasses];

		long		NoOfResolutions; // is -1 if nAnimationClasses == 0
		Bones2Anims	Bones2Anims[NoOfResolutions];
		Anims2Bones	Anims2Bones[NoOfResolutions];
		// For every bone there is a list of Animations for each resolution
		// And, a reversed table of every Animation gets a Bone.
		// The reversed table optionally appends axis info dependent on the AnimTransformType
	}
}

AnimationClass

	AnimationClass
	{
		ulong	AnimTransformType;
		asciiz	AnimClassName;	// "RightDoor"
		asciiz	AnimSource;		// "rotor"
		float	MinMaxValue[2];
		float	MinMaxPhase[2];
		ulong	junk; // used to be sourceAddress, no longer, always 953267991
		IF ARMA3
			ulong	Always0;		// no idea what this is used for
			ulong	sourceAddress;	// this is the actual source address, 0 = clamp, 1 = mirror, 2 = loop
		endif

		switch(AnimTransformType)
		case 0://rotaton
		case 1://rotationX
		case 2://rotationY
		case 3://rotationZ
			float angle0;
			float angle1;
			break;
		case 4://translation
		case 5://translationX
		case 6://translationY
		case 7://translationZ
			float offset0;
			float offset1;
			break;
		case 8: //"direct"
			float axisPos[3];
			float axisDir[3];
			float angle; //in radians whereas the model.cfg entry is in degrees
			float axisOffset;
			break;
		case 9: //"hide"
			float hideValue;
			break;
	 }


// corresponds to model.cfg
class CfgModels
{
	// ...

	class whateverModel : Default
	{
	 // ...
	 class Animations
	 {
		class RightDoor // AnimClassName
		{
			type = "translation";	// AnimTransformType
			source = "rotor";		// AnimSource
			// etc
		};
	};
};

Bones2Anims

Bones2Anims
{
 ulong        NoOfBones;
 Bone2AnimClassList   Bone2AnimClassLists[NoOfBones];
}

Bone2AnimClassList

Bone2AnimClassList
{
 ulong NoOfAnimClasses;
 ulong AnimationClassIndex[NoOfAnimClasses]; // a (sometimes repeating) list of zero based indexes into above animation classes
}

Anims2Bones

Anims2Bones
{
 AnimBones AnimBones[Animations.nAnimationClasses];
}

AnimBones

every lod contains an identical list of animation entries that declare the position and axis of the each animation classes

AnimBones
{
 long SkeletonBoneNameIndex; // zero based index to the SkeletonBoneName name & parentname
 // equivalent to selection = "LeftDoor"; eg in the model.cfg
 /*
 ** SkeletonBoneNameIndex== -1 when no skeleton bone is for this Anim and (obviously?) no axis information follows.
 */
 if (SkeletonBoneNameIndex!= -1) && (AnimationClass.AnimTransformType != 8 || 9)
 {
 /*
 ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information. 
 ** This because the "direct" (type 8) already has axis info in it is AnimationClass structure, 
 ** and "hidden" (type 9) clearly doesn't need it.
 */
    XYZTriplet axisPos; //describes the position of the axis used for this anim
    XYZTriplet axisDir;
 }
}

LODFaceDefaults

 tbool             UseDefault[Header.NoOfLods];
 FaceData
 {
  ulong   HeaderFaceCount;
  ulong   aDefaultLong;     //ffffffff or 6f 7a 80 fa eg
  byte    UnknownByte;      //generally zero
  byte    aFlag;            // zero or one
  bytes   Zeroes[7];
  ======if v52 =========
  ulong   AnotherCount;
  float   AnotherFloat;
  =======endif===========
 }[Number of false UseDefault's];

A face data struct only exists for those lods who's UseDefault is zero

ODOLv4xLod

  • Lod layout corresponds to Arma1 (type40). The differences in a2 are in the nitty gritty of the structures themselves. Arrowhead(v50) has some changes.
  • TrueArma2 == type 47 or greater (lzo compression)
  • Type 43 was a preliminary p3d prior to lzo compression. rarely encountered
 ODOLv4xLod
 {
   ulong                         nProxies;
   LodProxy                      LodProxies[nProxies];              // see P3D Lod Proxies
   ulong                         nLodItems;
   ulong                         LodItems[nLodItems];               // potentially compressed, except for v64 and later
   ulong                         nBoneLinks;
   LodBoneLink                   LodBoneLinks[nBoneLinks];
 =========if v5x==========
   ulong                         LodPointCount;
     if v52
   float                         UnknownV52Float;
    endif
   else
   LodPointFlags                 LodPointFlags;                     // Potentially compressed
===========endif==========
   float                         UnknownFloat1;
   float                         UnknownFloat2;
   XYZTriplet                    MinPos;
   XYZTriplet                    MaxPos;
   XYZTriplet                    AutoCenterPos;
   float                         Sphere;                            // same as geo or mem values in modelinfo, if this lod is geo or memlod of course
   ulong                         NoOfTextures;
   asciiz                        LodPaaTextureNames[NoOfTextures];  //"ca\characters\hhl\hhl_01_co.paa"
   ulong                         NoOfMaterials;
   LodMaterial                   LodMaterials[NoOfMaterials];
   LodEdges                      LodEdges;                          // compressed see P3D Lod Edges
   ulong                         NoOfFaces;
   ulong                         OffsetToSectionsStruct;            // see below
   ushort                        AlwaysZero;
   LodFace                       LodFace[NoOfFaces];                // see P3D Lod Faces
   ulong                         nSections;
   LodSection                    LodSections[nSections];            // see P3D Lod Sections
   ulong                         nNamedSelections;
   LodNamedSelection             LodNamedSelections[nNamedSelections]; //See P3D Named Selections potentially compressed
   ulong                         nTokens;
   NamedProperty                 NamedProperties[nTokens];          //See Named Properties
   ulong                         nFrames;
   LodFrame                      LodFrames[nFrames];                //see P3D Lod Frames
   ulong                         IconColor;
   ulong                         SelectedColor;
   ulong                         special; // IsAlpha|IsTransparent|IsAnimated|OnSurface
   byte                          vertexBoneRefIsSimple;
   ulong                         sizeOfVertexTable;                 //(including these 4 bytes)
   if (v5x)
   LodPointFlags                 LodPointFlags;                     // Potentially compressed
   endif
   VertexTable                   VertexTable;
=== V65 ===
    ulong   UnknownLongValue1
    if UnknownLongValue1
    {
        CollimatorInfo   unknown //Vec3,Vec3,ulong,vec3,ulong
    }
===========
=== V68 ===
   byte unknown;
===========
 }

VertexTable

all arrays are subject to compression

struct
{
   UvSet                         DefaultUVset;
   ulong                         nUVs;                              //in error, V47 sometimes sets nUV's as 0 but means 1
   UvSet                         UVSets[nUVs-1];
   ulong                         NoOfPoints;
   XYZTriplet                    LodPoints[NoOfPoints];
   ulong                         nNormals;
   (A2)LodNormals                LodNormals[nNormals];
   ulong                         nMinMax;
   (A2)LodMinMax                 MinMax[nMinMax];                   //optional
   ulong                         nProperties;
   VertProperty                  VertProperties[nProperties];       //optional related to skeleton
   ulong                         Count;
   VertexNeighborInfo            neighborBoneRef[Count];          //optional


  }
  • All non zero counts counts are the same.
  • Points,PointFlags, Normals and UV1 arrays are an integral group, they are either all there, or not specified (RacetK.p3d, a FrameTime lod has no counts at all)
  • UV2,MinMax, VertProperties and Unknown are optional in the sense that their counts can individually be zero, else they are the same as the others
  • In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.

CompressedFill Arrays

LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.

struct
{
 ulong                         Count;
 tbool                         DefaultFill;
 if (DefaultFill)
  type                         Array;          // default fill for all Counts
 else
  type                         Array[Count];   // potentially compressed
}

The structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.

UVset

if TrueARMA2
   float                         UVScale[4];
endif
   (A2)LodUV                     LodUV;

LodUV

CompressedFill type = UVPair // eg float U,V;

A2LodUV

CompressedFill type = float // eg float UV;

LodNormals

 CompressedFill type = XYZTriplet

A2LodNormals

 CompressedFill type = CompressedXYZTriplet
CompressedXYZTriplet

contains 3 x 10 bit fields in a 32bit 'integer'

code for converting back to a standard XYZTriplet is:

void DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)
{
   double scaleFactor = -1.0 /511;
   trp->X=trp->Y=trp->Z=0.0;
   int x=   CompressedXYZ       & 0x3FF;
   int y = (CompressedXYZ>> 10) & 0x3FF;
   int z = (CompressedXYZ>> 20) & 0x3FF;
   if (x > 511) x -= 1024;
   if (y > 511) y -= 1024;
   if (z > 511) z -= 1024;
   if (x) trp->X = (float)(x * scaleFactor);
   if (y) trp->Y = (float)(y * scaleFactor);
   if (x) trp->Z = (float)(z * scaleFactor);
}

LodPointFlags

CompressedFill type = ulong bits

This table is the equivalent of Oxygen's points->properties dialog box. It specifically stores the user values and other flags for that point.

In ODOl7 it was part of the vertex table. In Arma, it is separate.

See P3D Point and Face Flags

LodMinMax

CompressedArray
{
 XYZTriplet     MinMax[Count][2]; // 2 == min vs max
}

A2LodMinMax

CompressedArray
{
 float         MinMax[Count][2]; // 2 == min vs max
}

VertProperty

CompressedArray
{
 ulong  index;// seen range 0..4
 ulong  a,b; // definite not floats. might be flags, or indices
}

VertexNeighborInfo

CompressedArray
{
 ushort  vertexIndex _posA;
 AnimationRTWeight _rtwA;
 ushort  vertexIndex _posB;
 AnimationRTWeight _rtwB;
}

LodBoneLink

LodBoneLink
{
  ulong NoOfLinks;         //range 0..3
  ulong Value[NoOfLinks];  //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.
}

LodMaterial

Basically... A direct replication of the information in the given .rvmat file

The stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.

The first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=""), unless, specified in the rvmat
The last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.
TI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 (Arma1 and Arma2) do not have a TI stage at all.

Neither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').

When specified in the rvmat (class Stage0 and StageTI respectively), no class uvTransform is declared for them. It is assumed default empty.

In an rvmat, uvTransforms are ordinarily declared within each stage body.

In a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)

This P3D style can, if preferred, be used in rvmat syntax as

class TexGenX
{
  .......
};
class StageZ
{
  .........
  Texgen=X;
};

where X and Z are numbers


 LodMaterial
 {
   asciiz            RvMatName;     // "ca\characters\data\soldier_captive_hhl.rvmat"
   ulong             Type;          // 9 == Arma, 10==VBS2,11==Arrowhead
   D3DCOLORVALUE     Emissive;
   D3DCOLORVALUE     Ambient;
   D3DCOLORVALUE     Diffuse;
   D3DCOLORVALUE     forcedDiffuse;
   D3DCOLORVALUE     Specular;
   D3DCOLORVALUE     Specular2;       //Usually same as Specular
   float             SpecularPower;
   ulong             PixelShaderId;   //See enumPixelShaderId
   ulong             VertexShaderId;  //See enumVertexShaderId
   LongBool          Arma1UnKnownBool;//A2 deprecated, always 1
                                      //A1 mostly 1 otherwise 0
   ulong             Arma1AnIndex;    //A2 deprecated, always 1
                                      //A1 0,1 or 2
   asciiz            BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
   LongBool          Arma1Mostly0x01; //A2 deprecated, always 1
                                      //A1 rarely zero
   ulong             RenderFlags;     //Generally 0
   ulong             nTextures;
   ulong             nTransforms;     // always same as nTextures
   LodStageTexture   StageTextures  [nTextures];
   LodStageTransform StageTransforms[nTransforms];
   if type>=10//vbs2/arma2
    LodStageTexture   DummyStageTexture;// see special, additional byte for THIS stagetexture
   endif   
 }  
Each lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture
It is the only entry if a SurfaceName exists.

A3_Physics Type1 (optional)

 {
   A3_stanza A3_stanzas[...]; // optional
   float  aFloat;
 }
  • The type1 structure may not be present at all, or, only contain the single ending float

A3 stanza

{
  //header//////
  long   Xcount,Ycount,Zcount;
  float  floats[4];
  long   minCount; //Always2;
  long   maxCount; //Always4;
  //////////////
  float  frames[Xcount*Ycount*Zcount][5];
 }

A header with no frames is legal, it is XYZcounts (and floats[4]) are zero.

A 'stanza' consists of 5 float values. The amount of stanzas (if any) are determined by the 3 counts.

The range of each count value varies between 2,3 and 4.


A3 Physx type60

Introduced for format 60

{
 long      signature; // 0x03020400
 long      nStanzas;
 stanza60  stanza60s[nStanzas];
 long      signature; // same as above
 long      nStanzas2;
 stanza60  stanza60s2[nStanzas2];
};

stanza60

{
  {// 1st stanza
  long    signature;//0x03020400
  long    size;
  bytes   phsyx_data[size];
  }
  {// 2nd stanza
  long    signature;// as above
  long    size;
  bytes   phsyx_data2[size];
  }
}
  • the signatures and sizes are NOT optional. the data is
phsyx_data
{
  phsyx_header
  {
    {
      byte id[8]; // 'NXS.CVXM'
      long Always13;
      long Always0;
    }
    {
      byte id[8]; // 'ICE.CLHL'
      long Always6;
    }
    {
      byte id[8]; // always 'ICE.CVHL'
      long Always6;
    }
    long nTriplets;
    long count;
    long nFrames;
    long 2xcount;  // always dbl 'count'
  }
  tripletXYZ triplets[nTriplets];
  short 00;
  frames
  {
    float floats[4];
    long  value;
  }frames[nFrames];
  byte  index[variable length];
  //25x4 byte ending sequence
  float generally_zero;
  float f;
  long  value;
  float floats[7];
  long  value2;
  float floats[14];
};
  • the amount of index bytes can be determined by end of frame data to the start of the fixed 25x4 offset at end of lod

D3DCOLORVALUE

D3DCOLORVALUE
{
  float r,g,b,a;
}
RenderFlags
  • Bit0:AlwaysInShadow (A1 only)
  • Bit1:NoZWrite
  • Bit4:NoColorWrite
  • Bit5:NoAlphaWrite
  • Bit6:AddBlend
  • Bit7:AlphaTest (clutter)
  • Bit8:AlphaTest64 (clutter)
  • Bit19:Road (a1only)
  • Bit11:NoTiWrite
LodStageTexture
LodStageTexture
{
 ulong  TextureFilter; // see below
 asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
                       // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
 ulong  TransformIndex;       // zero based, see below
if =======Type11 AND V52 OR Type11 AND last(dummy) stage Texture ===================
 byte   V52Type11bool;   // only for arrowhead/pmc . and only for material types 11
endif
};
The first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures
Later p3d formats (VBS2, Operation Arrowhead) append an additional classTI LodStageTexture. if not present or declared in the rvmat file, it is a dummy entry. The rvmat gui editor from BisTools is not able to display this.
The TransformIndex is generally iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc. It refers to the nTH Transform Matrix
TextureFilter maybe 1 of the following values.
  • 0: Point // sometimes
  • 1: Linear // rarely
  • 2: TriLinear // not seen
  • 3: Anisotropic (default)
LodStageTransform
  LodStageTransform
  {
   ulong UVSource;
   float Transform[4][3];//a DirectX texture space transform matrix
  };
UVSource corresponds to the 8 possible uvsets available
  • 0 "None"
  • 1 "Tex" default
  • 2: "Tex2"
  • ........
  • 8:"Tex8"
  • Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered

NamedProperty

 struct
 {
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
 }

Decompression

see Compressed LZSS File Format

see Compressed LZO File Format


In ODOL v40 and v43 format files, some of the data structures present in the file are compressed by using LZSS compression. ODOL v47 and v48 use LZO compression. This is represented as

Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum. With this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.

Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is >= 1024 bytes.

V64+ v64 implements a new flag for all compressed blobs. They no longer follow the 1024 byte rule. All possibly compressed arrays are now:

ulong elementCount byte compressed

   0 - not compressed
   2 - compressed

byte data[elementCount]

As an example if one was expanding the array of vertices positions...

  • A vertex is described by it is x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
  • If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.

This 'expectedSize' is the only necessary information one would need to pass to a processing sub-routine or function.


Reference Tables

Material Stages

The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine. A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.

refShaderStages { int PixelShaderId; int NoOfStages; };

ID (Hex/Decimal) Name Description NoOfStages
0x00, 0 Normal diffuse color modulate, alpha replicate 0
0x01, 1 NormalDXTA diffuse color modulate, alpha replicate, DXT alpha correction 0
0x02, 2 NormalMap normal map shader 3
0x03, 3 NormalMapThrough normal map shader - through lighting 3
0x04, 4 NormalMapSpecularDIMap VBS2 only 2
0x05, 5 NormalMapDiffuse ? 2
0x06, 6 Detail ? 1
0x07, 7 ? ? ?
0x08, 8 Water A1 only sea water 2
0x09, 9 ? vbs2 ?
0x0A, 10 White A1 only 0
0x0B, 11 ? vbs2 ?
0x0C, 12 AlphaShadow shadow alpha write 0
0x0D, 13 AlphaNoShadow shadow alpha (no shadow) write 0
0x0E, 14 ? vbs2 ?
0x0F, 15 DetailMacroAS ? 3
0x10, 16 ? vbs2 ?
0x11, 17 ? vbs2 ?
0x12, 18 NormalMapSpecularMap ? 2
0x13, 19 NormalMapDetailSpecularMap Similar to NormalMapDiffuse 3
0x14, 20 NormalMapMacroASSpecularMap ? 4
0x15, 21 NormalMapDetailMacroASSpecularMap ? 5
0x16, 22 NormalMapSpecularDIMap Same as NormalMapSpecularMap, but uses _SMDI texture 2
0x17, 23 NormalMapDetailSpecularDIMap ? 3
0x18, 24 NormalMapMacroASSpecularDIMap ? 4
0x19, 25 NormalMapDetailMacroASSpecularDIMap ? 5
0x38, 56 Glass ? 2
0x3A, 58 NormalMapSpecularThrough ? 3
0x3B, 59 Grass Special shader to allow volumetric shadows to be cast on grass clutter 0
0x3C, 60 NormalMapThroughSimple ? 0
0xxx, 102 Super Arrowhead 0
0xxx, 103 Multi Arrowhead 0
0xxx, 107 Tree Arrowhead 0
0xxx, 110 Skin Arrowhead 0
0x6F, 111 CalmWater Arrowhead 7
0xxx, 114 TreeAdv Arrowhead 0
0xxx, 116 TreeAdvTrunk Arrowhead 0

Enums

int enum VertexShaderId { case 0: return "Basic"; case 1: return "NormalMap"; case 2: return "NormalMapDiffuse"; case 3: return "Grass"; case 8: return "Water"; case 11: return "NormalMapThrough"; case 15: return "NormalMapAS"; case 14: return "BasicAS"; case 17: return "Glass"; case 18: return "NormalMapSpecularThrough"; case 19: return "NormalMapThroughNoFade"; case 20: return "NormalMapSpecularThroughNoFade"; case 23: return "Super"; case 24: return "Multi"; case 25: return "Tree"; case 30: return "CalmWater"; case 26: return "TreeNoFade"; case 29: return "Skin"; case 31: return "TreeAdv"; case 32: return "TreeAdvTrunk"; }


Links

Article Author - Sy (Synide) -- Sy 17:16, 11 August 2007 (CEST)

Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)