P3D File Format - ODOLV4x: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(Moved Model Info to it's own page)
m (Text replacement - " ( *class [a-zA-Z0-9_]+): *([a-zA-Z0-9_]+ *) " to " $1 : $2 ")
 
(95 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{unsupported-doc}}
{{TOC|side}}
{{Feature|UnsupportedDoc}}
== Introduction ==
 
=== Acknowledgements ===


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


===Versions===
=== General ===
This Document covers ODOL versions:
 
*V40  Original Arma1 binarised p3d
*V43  Arma2
*V47  Arma2
*V48  Arma2
 
The differences, where they exist, are documented in the relevent coded sections. They are summarised here
 
====V43====
•ModelInfo struct is now same as vbs2 155+24 bytes instead of 155 for V40
•The 'extra byte' flag in the UnknownStruct1 is always set, in arma1 (v40) it was always 0
*LZSS compression is still used at this level
====V47====
 
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
•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
}
LodKeyFrame has 4 extra floats
 
====V48====
 
As per V47 plus:
•ModelInfo struct is now 179+4 bytes instead of 155 for V40
 


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


===General===
*an optional model.cfg, and
The general file format of a ArmA ODOL v4x p3d model file is similar to the ODOL v7 format.
The major differences are that in ArmA models are
 
*an optional model.cfg
*Lods occur in the file from highest to lowest LodType value.
*Lods occur in the file from highest to lowest LodType value.


=== Legend ===
==== Legend ====
see [[Generic FileFormat Data Types]]
see [[Generic FileFormat Data Types]]


===File Paths===
==== Relative Coordinates ====
All coordinates are '''relative''' to [[P3D Model Info|ModelInfo]].CentreOfGravity


==== File Paths ====
The PrefixRoot\ folder.
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's prefix) would not alter the relative location of the paa's it contains.
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.  
BI choose to use hard-wired Pbo-Prefix-addressing ONLY.  
Line 82: Line 46:


The immediate (and unfortunate) impression is that there is an A10 folder inside the official CA.pbo addon.
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's 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)
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 ({{arma1}}) ====
 
* Original {{arma1}} binarised p3d
 
==== VBS2 ====
• [[P3D Model Info|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:
<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
 
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 ({{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
 
==== V58 ({{arma3}}) ====
* prefix added to header
* default indicators added at end of headerinfo
 
==== V59 ({{arma3}}) ====
* no genuine changes simply an alteration of the type value from 32 to 64 bits
 
==== V60 ({{arma3}}) ====
* alteration to the physx data at end of file
 
==== V64 ({{arma3}}) ====
* Compressed sections no longer follow the 1024 byte rule, they now have a byte field for compressed or not


== File Format ==
==== V67 ({{arma3}}) ====
* LOD sections have an added 4 bytes and optional CollimatorInfo structure
* LOD struct has additional 4 bytes at the end and optional CollimatorInfo structure


ODOLv4x
==== V68 ({{arma3}}) ====
{
* LOD struct has an additional byte at the end
  StandardP3DHeader Header;
  ModelInfo        ModelInfo;
  Skeleton          Skeleton;
  UnknownStruct1    UnknownStruct;
  Animations        Animations;
  ulong            StartAdressOfLods[Header.NoOfLods];// offset relative to start of file.
  ulong            EndAdressOfLods  [Header.NoOfLods];
  tbool            LODFaceIndicator [Header.NoOfLods];
  LodFace          LodFaces[NoOfFalseLODFaceIndicators];//there are only as many LodFaces as there are false LODFaceIndicators
  ODOLv40Lod        ODOLv40Lods[Header.NoOfLods]; 
  }//EndOfFile




== File Format ==


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>




Line 109: Line 162:


=== StandardP3DHeader ===
=== StandardP3DHeader ===
<code><nowiki>
StandardP3DHeader
{
  char[4]  Filetype; // "ODOL"
  ulong    Version;  // 40
  ulong    NoOfLods; // alias NoOfResolutions;
}
</nowiki></code>


common header structure for all P3D file formats
common header structure for all P3D file formats


===Model Info===
<syntaxhighlight lang="cpp">
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;
}
</syntaxhighlight>


see [[P3D Model Info]]
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.


=== structSkeleton ===
The prefix is optional in the sense that it may be null. ("\0")
  structSkeleton
  {
    asciiz                    SkeletonName;  //"A10Skeleton"
    if (SkeletonName != null)
    {
      tbool                  isInherited;
      ulong                  NoOfBoneNames;
      SkeletonBoneName        SkeletonBoneNames[NoOfBoneNames];
    }
  }


===SkeletonBoneName===
=== Animations ===


  SkeletonBoneName
<syntaxhighlight lang="cpp">
  {
Animations
    asciiz BoneName;            //"3dhud" or "Gearlocks" or "Fuel" or ...
{
    asciiz ParentBoneName;      // "Aeileron_1"
tbool AnimsExist;
  }
if (AnimsExist)
 
corresponds to model.cfg
<pre>
class cfgSkeletons
{
class SkeletonClassname: Default
{
{
skeletonBones[]=
ulong nAnimationClasses; // eg NoOfAnimSelections;
{
AnimationClass AnimationClasses[nAnimationClasses];
"RightDoor1","",
"RightDoor2","",
"LeftDoor1","",
"LeftDoor2","RightDoor2",
etc"
};
};
</pre>


===UnknownStruct1===
long NoOfResolutions; // is -1 if nAnimationClasses == 0
UnknownStruct1
Bones2Anims Bones2Anims[NoOfResolutions];
{
Anims2Bones Anims2Bones[NoOfResolutions];
  byte  UnknownByte;
// For every bone there is a list of Animations for each resolution
  tbool  Extra;     // generally always 0 for v40, always 1 for v43
// And, a reversed table of every Animation gets a Bone.
  if(Extra)
// The reversed table optionally appends axis info dependent on the AnimTransformType
  {
}
  byte  ExtraByte;
}
  }
</syntaxhighlight>
  byte  UnknownBytes[3];
  float ModelMass.
        ModelMassReciprocal,
        ModelMassModifier;
  byte UnknownBytes[16];
  ulong  UnknownLong;
  byte  UnknownByte;
  asciiz ClassType;          //class="" or "House" or...
  asciiz DestructType;        //damage="" or "Tent" or "Building",,,,
  byte  UnknownBytes[5];
}


===Animations===
=== AnimationClass ===
Animations
{
  tbool            AnimsExist;
  if (AnimsExist)
  {
  ulong            nAnimationClasses; // eg NoOfAnimSelections;
  AnimationClass  AnimationClasses[nAnimationClasses];
  ulong            NoOfResolutions;// same value as Header.NoOfLods
  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===
<syntaxhighlight lang="cpp">
<code><nowiki>
AnimationClass
  AnimationClass
{
  {
ulong AnimTransformType;
    ulong       AnimTransformType;
asciiz AnimClassName; // "RightDoor"
    asciiz     AnimClassName; // "RightDoor"
asciiz AnimSource; // "rotor"
    asciiz     AnimSource;     // "rotor"
float MinMaxValue[2];
    float MinMaxValue[2];
float MinMaxPhase[2];
    float MinMaxPhase[2];
ulong junk; // used to be sourceAddress, no longer, always 953267991
    ulong sourceAddress;
IF ARMA3
    switch(AnimTransformType)
ulong Always0; // no idea what this is used for
    case 0://rotaton
ulong sourceAddress; // this is the actual source address, 0 = clamp, 1 = mirror, 2 = loop
    case 1://rotationX
endif
    case 2://rotationY
    case 3://rotationZ
      float angle[2];
      break;
    case 4://translation
    case 5://translationX
    case 6://translationY
    case 7://translationZ
      float offset[2];
      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;
  }
</nowiki></code>


corresponds to model.cfg
switch(AnimTransformType)
class CfgModels
case 0://rotaton
{
case 1://rotationX
  ....
case 2://rotationY
case 3://rotationZ
  class whateverModel: Default
float angle0;
  {
float angle1;
  ...
break;
  class Animations
case 4://translation
  {
case 5://translationX
    class RightDoor //AnimClassName
case 6://translationY
    {
case 7://translationZ
      type = "translation";//AnimTransformType
float offset0;
      source = "rotor";   //AnimSource
float offset1;
      etc
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
};
};
};
</syntaxhighlight>


====Bones2Anims====
==== Bones2Anims ====
  Bones2Anims
  Bones2Anims
  {
  {
Line 260: Line 271:
   Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
   Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
  }
  }
====Bone2AnimClassList====
==== Bone2AnimClassList ====
  Bone2AnimClassList
  Bone2AnimClassList
  {
  {
Line 267: Line 278:
  }
  }


====Anims2Bones====
==== Anims2Bones ====
  Anims2Bones
  Anims2Bones
  {
  {
Line 273: Line 284:
  }
  }


====AnimBones====
==== AnimBones ====


every lod contains an identical list of animation entries that declare the position and axis of the each animation classes
every lod contains an identical list of animation entries that declare the position and axis of the each animation classes
Line 288: Line 299:
   /*
   /*
   ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.  
   ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.  
   ** This because the "direct" (type 8) already has axis info in it's AnimationClass structure,  
   ** This because the "direct" (type 8) already has axis info in it is AnimationClass structure,  
   ** and "hidden" (type 9) clearly doesn't need it.
   ** and "hidden" (type 9) clearly doesn't need it.
   */
   */
Line 296: Line 307:
  }
  }


===LodFace===
=== LODFaceDefaults ===
//only when the LODFaceIndicator for that lod is false
  tbool            UseDefault[Header.NoOfLods];
  FaceData
LodFace   
  {
{
   ulong  HeaderFaceCount;
   ulong  HeaderFaceCount;
   bytes  Unknown[13];
  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


===ODOLv40Lod===
   ODOLv4xLod
   ODOLv40Lod
   {
   {
     ulong                        nProxies;
     ulong                        nProxies;
     LodModelProxy                LodModelProxies[nProxies];
     LodProxy                      LodProxies[nProxies];             // see [[P3D Lod Proxies]]
     ulong                        nLodItems;
     ulong                        nLodItems;
     ulong                        LodItems[nLodItems];       // potentially compressed
     ulong                        LodItems[nLodItems];               // potentially compressed, except for v64 and later
     ulong                        nUsedBones;
     ulong                        nBoneLinks;
     LodUsedBone                   LodUsedBones[nUsedBones];
     LodBoneLink                   LodBoneLinks[nBoneLinks];
     LodPointProperties[...];                                 // Potentially compressed
  =========if v5x==========
   
    ulong                        LodPointCount;
     byte                          UnknownBytes[8];
      if v52
     float                        UnknownFloats[10];
    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;
     ulong                        NoOfTextures;
     asciiz                        LodPaaTextureNames[NoOfTextures];  //"ca\characters\hhl\hhl_01_co.paa"
     asciiz                        LodPaaTextureNames[NoOfTextures];  //"ca\characters\hhl\hhl_01_co.paa"
     ulong                        NoOfMaterials;
     ulong                        NoOfMaterials;
     LodMaterial                  LodMaterials[NoOfMaterials];
     LodMaterial                  LodMaterials[NoOfMaterials];
     LodEdge                      LodEdge1;                   // potentially compressed
     LodEdges                      LodEdges;                         // compressed see [[P3D Lod Edges]]
     LodEdge                      LodEdge2;                   // potentially compressed
     ulong                        NoOfFaces;
     LodPolygons[...];
    ulong                        OffsetToSectionsStruct;           // see below
    ushort                        AlwaysZero;
     LodFace                      LodFace[NoOfFaces];               // see [[P3D Lod Faces]]
     ulong                        nSections;
     ulong                        nSections;
     LodSection                    LodSections[nSections];
     LodSection                    LodSections[nSections];           // see [[P3D Lod Sections]]
     ulong                        nNamedSelections;
     ulong                        nNamedSelections;
     LodNamedSelection            LodNamedSelections[nNamedSelections]; // potentially compressed
     LodNamedSelection            LodNamedSelections[nNamedSelections]; //See [[P3D Named Selections]] potentially compressed
     ulong                        nTokens;
     ulong                        nTokens;
     LodTokenPair                  LodTokenPairs[nTokens];
     NamedProperty                NamedProperties[nTokens];         //See [[Named Properties]]
     ulong                        nFrames;
     ulong                        nFrames;
     LodKeyFrame                  LodKeyFrames[nFrames];
     LodFrame                      LodFrames[nFrames];                //see [[P3D Lod Frames]]
    ulong                        IconColor;
     byte                          Unknown[17];
    ulong                        SelectedColor;
  if (V40 or V43)
    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
     LodUV                         LodUV1;                     // Potentially compressed
 
     ulong                        nUVs;
struct
     if (nUVs==2)
{
    LodUV                        LodUV2;                     // Potentially compressed
     UvSet                         DefaultUVset;
     ulong                        NoOfVertices;
     ulong                        nUVs;                             //in error, V47 sometimes sets nUV's as 0 but means 1
     XYZTriplet                    LodXZY[NoOfVertices];       // Potentially compressed
     UvSet                        UVSets[nUVs-1];
     ulong                        NoOfPoints;
     XYZTriplet                    LodPoints[NoOfPoints];
     ulong                        nNormals;
     ulong                        nNormals;
     LodNormals                   LodNormals[nNormals];       // Potentially compressed
     (A2)LodNormals               LodNormals[nNormals];
     ulong                        nMinMax;
     ulong                        nMinMax;
     XYZTriplet                    LodMinMaxXYZ[nMinMax][2];   // Potentially compressed
     (A2)LodMinMax                MinMax[nMinMax];                  //optional
    ulong                        nProperties;
    VertProperty                  VertProperties[nProperties];      //optional related to skeleton
    ulong                        Count;
    VertexNeighborInfo            neighborBoneRef[Count];         //optional
 


  }else // V47 & V48


  {
    A2LodUV                      A2LodUV1;                    // Potentially compressed
    ulong                        nUVs;
    if (nUVs==2)
    {
    float                        A2Floats[4];
    A2LodUV                      A2LodUV2;                    // Potentially compressed
    }
    ulong                        NoOfVertices;
    XYZTriplet                    LodXZY[NoOfVertices];      // Potentially compressed, same as arma1
    ulong                        nNormals;
    A2LodNormals                  A2LodNormals[nNormals];      // Potentially compressed
    ulong                        nMinMax;
    float                        LodMinMaxXYZ[nMinMax][2];  // Potentially compressed
   }
   }
      // Note that nUV1's== nNormals == NoOfVertices
    ulong                        Count;
    LodUnknownStruct              UnknownLodStruct[Count];    // Potentially compressed
    ulong                        nBytes;
    byte                          UnknownBytes[nBytes][32];  // Potentially compressed
  }


====LodModelProxy====
*All non zero counts counts are the same.
   LodModelProxy
*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
    asciiz      P3dProxyName;       //"\ca\a10\agm65" (.p3d is implied) <<note the leading filename backslash
*In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.
     XYZTriplet  RotationMatrix[3];
 
    XYZTriplet Translation;
==== CompressedFill Arrays ====
     ulong      FaceIndex;
 
    ulong      NamedSelectionIndex;
LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.
    ulong      Unknown[2];
 
   }
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 =====


This structure is (almost) identical to ODOL7 except it has 4 indices rather than 2.
contains 3 x 10 bit fields in a 32bit 'integer'


====LodUsedBone====
code for converting back to a standard XYZTriplet is:


  LodUsedBone
  void DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)
  {
  {
  ulong nIDs;         //range 0..3
    double scaleFactor = -1.0 /511;
  ulong BoneID[nIDs];
    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);
  }
  }


This struct seems to assign unique iterative IDs (starting from zero) to some bones or their anims. Quite weird way of doing that, so it is probably not the whole truth.
==== 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.


====LodPointProperties====
See [[P3D Point and Face Flags]]


This table is the equivalent of Oxygen's points->properties dialog box
==== LodMinMax ====
CompressedArray
{
  XYZTriplet    MinMax[Count][2]; // 2 == min vs max
}


it specifically stores the user values and other flags for that point
==== A2LodMinMax ====
CompressedArray
{
  float        MinMax[Count][2]; // 2 == min vs max
}


See Points Flags below
==== 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 ====


  LodPointProperties
  LodBoneLink
  {
  {
  ulong  NoOfPts;
   ulong NoOfLinks;         //range 0..3
  tbool  UseDefault;
   ulong Value[NoOfLinks]; //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.
  if (UseDefault)
   ulong DefaultValue;
  else // =0
   ulong PropertyValues[NoOfPts]; // potentially compressed
  }
  }


PropertyValues for NoOfPts are either all the same (UseDefault), or, they are individually declared.
==== 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


Similar to CompressedStructs of OdolV7, if the amount of data in the array exceeds 1023 bytes, that array is compressed.


The use of a) potential compression and b) a default fill, is endemic to many ODOLV40 type packets.


====LodMaterial====
    //Basically... A direct replication of the information in the given .rvmat file
   LodMaterial
   LodMaterial
   {
   {
     asciiz            RvMatName;    // "ca\characters\data\soldier_captive_hhl.rvmat"
     asciiz            RvMatName;    // "ca\characters\data\soldier_captive_hhl.rvmat"
     ulong            Type;          // 9 == Arma, 10==VBS2
     ulong            Type;          // 9 == Arma, 10==VBS2,11==Arrowhead
     D3DCOLORVALUE    Emissive;
     D3DCOLORVALUE    Emissive;
     D3DCOLORVALUE    Ambient;
     D3DCOLORVALUE    Ambient;
Line 434: Line 553:
     D3DCOLORVALUE    forcedDiffuse;
     D3DCOLORVALUE    forcedDiffuse;
     D3DCOLORVALUE    Specular;
     D3DCOLORVALUE    Specular;
     D3DCOLORVALUE    Unknown;      //Usually same as Specular
     D3DCOLORVALUE    Specular2;      //Usually same as Specular
     float            SpecularPower;
     float            SpecularPower;
     ulong            PixelShaderId; //See enumPixelShaderId
     ulong            PixelShaderId;   //See enumPixelShaderId
     ulong            VertexShaderId;//See enumVertexShaderId
     ulong            VertexShaderId; //See enumVertexShaderId
     ulong            BoolFlag;     //mostly 1 otherwise 0
     LongBool          Arma1UnKnownBool;//A2 deprecated, always 1
     ulong            AnIndex;       //0,1 or 2
                                      //A1 mostly 1 otherwise 0
     asciiz            BiSurfaceName; // "ca\data\Penetration\plastic.bisurf"
     ulong            Arma1AnIndex;   //A2 deprecated, always 1
     ulong            Always0x01;
                                      //A1 0,1 or 2
     ulong            aCount;       //Generally 0
     asciiz            BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
     LongBool          Arma1Mostly0x01; //A2 deprecated, always 1
                                      //A1 rarely zero
     ulong            RenderFlags;     //Generally 0
     ulong            nTextures;
     ulong            nTextures;
     ulong            nTransforms;   // always same as nTextures
     ulong            nTransforms;     // always same as nTextures
     LodStageTexture  StageTextures  [nTextures];
     LodStageTexture  StageTextures  [nTextures];
     LodStageTransform StageTransforms[nTransforms];  
     LodStageTransform StageTransforms[nTransforms];
    if type>=10//vbs2/arma2
    LodStageTexture  DummyStageTexture;// see special, additional byte for THIS stagetexture
    endif 
   }   
   }   


:There is always one default Texture and Transform as the first entry.
: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.
:It is the only entry if a SurfaceName exists.


=====D3DCOLORVALUE=====
=== 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
  D3DCOLORVALUE
  {
  {
   float r,g,b,a;
   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 =====
  LodStageTexture
  LodStageTexture
  {
  {
Line 464: Line 690:
   asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
   asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
                         // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
                         // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
   ulong  StageID;      // zero based, see below
   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 StageID is iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc.
: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.  
:TextureFilter maybe 1 of the following values.  
Line 475: Line 708:
:*3: Anisotropic (default)
:*3: Anisotropic (default)


=====LodStageTransform=====
===== LodStageTransform =====
   LodStageTransform
   LodStageTransform
   {
   {
Line 482: Line 715:
   };
   };


====LodEdge====
:UVSource corresponds to the 8 possible uvsets available
LodEdge
{
  ulong  nEdges;
  ushort  Edges[nEdges]; // potentially compressed
};
 
====LodPolygons====
LodPolygons
{
  ulong  NoOfPolygons;
  ulong  OffsetToSectionsStruct;      // see below
  ushort  AlwaysZero;
  PolygonVertice
  {
    byte  NoOfVertices;                // 3 or 4
    ushort VerticesIndex[NoOfVertices]; // 0-based index into Vertices Arrays
  }PolygonVertices[NoOfPolygons];
}
 
Note that there are always 3, or 4, vertices.
 
*3 point vertices describe a triangle.
*4 point vertices describe a rectangle.
 
The indices must be transformed as follows
*triangles  : 1st posn, 2nd posn, 0th posn.
*quadrangles : 1st, 2nd, 3rd, 0th
 
:Because of the variable amount of vertices in this struct (3 or 4), OffsetToSectionsStruct is used to skip the block. It's value is relative to the first PolygonVertice and is computed as follows
 
    OffsetToSectionsStruct= NoOfPolygons * (SizeofEach (PolygonVertice));
 
Each PolygonVertice is
 
nOfVertices *sizeof(ushort) + sizeof(ushort); // always 8 or 10
 
This, is in fact, an ERROR because the type size of the NoOfVertices is byte, NOT ushort. Hence the REAL offset is
 
RealOffsetToSectionsStruct = OffsetToSectionsStruct - NoOfPolygons *(sizeof(ushort)- sizeof(byte) );
 
or, to put it more simply


RealOffsetToSectionsStruct = OffsetToSectionsStruct - NoOfPolygons;
:*0 "None"
:*1 "Tex" default
:*2: "Tex2"
:*........
:*8:"Tex8"


NOTE: See discussions for actual nature of this value
:*Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered


====LodSection====
==== NamedProperty ====
LodSection
   struct
{
  ulong FaceLowerIndex;
   ulong FaceUpperIndex; //NoOfFaces = (FaceUpperIndex - FaceLowerIndex) / 8
  ulong Something1;
  ulong Something2;
  ulong UserValue;
  short TextureIndex;
  short Something4;
  byte  ZBias;
  byte  Something5;
  short MaterialIndex;
  if MaterialIndex ==-1
   {
   {
    byte ExtraByte;
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
   }
   }
  byte  Something6[2];
  ulong Something7;
  float Something8;
  float Something9;
}
====LodNamedSelection====


  LodNamedSelection
*See [[Named Properties]]
  {
    asciiz                    NamedSelectionName;                              // "rightleg" or "neck" eg
    ulong                    NoOfSelectedFaces;
    ushort                    SelectedFaceIndexes[NoOfSelectedFaces];      //NOTE: This array is Compressed if size > 1024.
    ulong                    Always0;
    tbool                    IsSectional;                                //Appears in the sections[]= list of a model.cfg
    ulong                    NoOfUlongs;
    ulong                    UnknownArray[NoOfUlongs];                    // possibly subject to compression. none seen so far
    ulong                    nSelectedVertices;
    ushort                    SelectedVerticesIndexes[nSelectedVertices];  // NOTE: This array is Compressed if size > 1024.
    ulong                    nTextureWeights;
    byte                      SelectedVerticesWeights[nTextureWeights];    // NOTE: This array is Compressed if size > 1024.
  }


====LodTokenPair====
== Decompression ==
  LodTokenPair
  {
    asciiz Property;// "noshadow" = "1" eg
    asciiz Value;
  }
====LodKeyFrame====
LodKeyFrame
{
  float      FrameTime;
  ulong      NoOfFramePoints;
  XYZTriplet LodFramePoints[NoOfFramePoints];
  if V47 or V48
  {
float Arma2[4];
  }
}


====LodUV====
see [[Compressed LZSS File Format]]
For V40 & V3
LodUV
{
  ulong                        nVertices;
  tbool                        DefaultFill;
  if (DefaultFill)
  float                        UV[2];              // default fill for all nVertices
  else
  float                        UV[nVertices][2];  // potentially compressed
}


The structure either contains a single UV pair of floats. Or, pairs of UV floats for all positions (nVertices)
see [[Compressed LZO File Format]]


If a full array is declared (DefaultFill != 0) then that array is compressed if 2 * sizeof(float) * nVertices > 1023


For V47 & 8
A2LodUV
{
  ulong                        nVertices;
  tbool                        DefaultFill;
  if (DefaultFill)
  float                        UV;              // default fill for all nVertices
  else
  float                        UV[nVertices];  // potentially compressed
}
As above, except only a single float value per vertex is used.
====LodNormals====
A2LodNormals
LodNormals
{
    tbool                        DefaultFill;
    if (DefaultFill)
    type XZY;
    else
    XYZTriplet                  XZY[nNormals];        // Potentially compressed
}
V40 and V43 type == XYZTriplet
V47 and V48 type == float               
====LodUnknownStruct====
LodUnknownStruct    // potentially compressed
{
    ulong  Index;
    float  Unknown[2];        // probably a vertices something
}
== Decompression ==
===LZSS===
In ODOL v40 and v43 format files, some of the data structures present in the file are compressed by using LZSS compression.
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.
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.
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's original format and size.
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>''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:


<b>''The code that follows is written in C# and may or may not be optimal or correct.''</b>
ulong elementCount
 
byte  compressed
 
    0 - not compressed
    2 - compressed
byte  data[elementCount]


As an example if one was expanding the array of vertices positions...
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.
* 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.
* If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.


Line 660: Line 766:




<code><nowiki>
  public bool Expand(int ExpectedSize)
  {
      byte PacketFlagsByte; //packet flags
      byte WIPByte;
      BitVector32 BV;
      msLZ = new MemoryStream(ExpectedSize);
      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);
      PacketFlagsByte = br.ReadByte();
      do
      {
          BV = new BitVector32(PacketFlagsByte);
          BitFlags[0] = BV[Bit0];
          BitFlags[1] = BV[Bit1];
          BitFlags[2] = BV[Bit2];
          BitFlags[3] = BV[Bit3];
          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>
===LZO===
This is LZO as defined by oberhumer
http://www.oberhumer.com/opensource/lzo/
there are 3 sources to the lzo code
minilzo (on above site)
lzo version 2 (ditto)
lzo version 1 http://sourceforge.net/project/showfiles.php?group_id=102072&package_id=110218&release_id=221836
<pre><nowiki>
// some of the includes are for compression only (not listed here)
int lzo::lzo1x_decompress_safe ( const byte* in , byte* out, unsigned OutLen)
// returns length of consumed input bytes ,or, negative status
// Outlen is the desired output 'block size' this function will return neg status if the output buffer is not completely filled
// example call
byte Array=(byte)malloc(Outlen); // no zero clearing is necessary
int status_or_len=lzo->lzo1x_decompress_safe (input, Array,OutLen);#include "minilzo.h"
#include <limits.h>
#include <stddef.h>
#include <limits.h>
#include <stddef.h>
#include <string.h>
#include <malloc.h>
#define assert(val) if (!(val)) return LZO_E_ERROR
#define M2_MAX_OFFSET  0x0800
#define NEED_OP(x)  if ((unsigned)(op_end - op) < (unsigned)(x)) return LZO_E_OUTPUT_OVERRUN;
#define TEST_LB()  if (m_pos < out || m_pos >= op) return LZO_E_LOOKBEHIND_OVERRUN;
#define COPY4(dst,src)    * (unsigned *)(dst) = * (const unsigned *)(src)
int lzo::lzo1x_decompress_safe ( const byte* in , byte* out, unsigned OutLen)
{
register byte* op;
register const byte* ip;
register size_t t;
register const byte* m_pos;
byte* const op_end = out + OutLen;
    OutLen = 0;
    op = out;
    ip = in;
    if (*ip > 17)
    {
        t = *ip++ - 17;
        if (t < 4) goto match_next;
        assert(t > 0);// return LZO_E_ERROR;
        NEED_OP(t);
        do *op++ = *ip++; while (--t > 0);
        goto first_literal_run;
    }
    while (1 )
    {
        t = *ip++;
        if (t >= 16)          goto match;
        if (t == 0)
        {
            while (*ip == 0)
            {
                t += 255;
                ip++;
            }
            t += 15 + *ip++;
        }
        assert(t > 0); NEED_OP(t+3);
        COPY4(op,ip);
        op += 4; ip += 4;
        if (--t > 0)
        {
            if (t >= 4)
            {
                do {
                    COPY4(op,ip);
                    op += 4; ip += 4; t -= 4;
                } while (t >= 4);
                if (t > 0) do *op++ = *ip++; while (--t > 0);
            }
            else
                do *op++ = *ip++; while (--t > 0);
        }
first_literal_run:
        t = *ip++;
        if (t >= 16)  goto match;
        m_pos = op - (1 + M2_MAX_OFFSET);
        m_pos -= t >> 2;
        m_pos -= *ip++ << 2;
        TEST_LB();
        NEED_OP(3);
        *op++ = *m_pos++; *op++ = *m_pos++; *op++ = *m_pos;
        goto match_done;
        do {
match:
            if (t >= 64)
            {
                m_pos = op - 1;
                m_pos -= (t >> 2) & 7;
                m_pos -= *ip++ << 3;
                t = (t >> 5) - 1;
                TEST_LB();    assert(t > 0); NEED_OP(t+3-1);
                goto copy_match;
            }
            else if (t >= 32)
            {
                t &= 31;
                if (t == 0)
                {
                    while (*ip == 0)
                    {
                        t += 255;
                        ip++;
                    }
                    t += 31 + *ip++;
                }
                m_pos = op - 1;
                m_pos -= (ip[0] >> 2) + (ip[1] << 6);
                ip += 2;
            }
            else if (t >= 16)
            {
                m_pos = op;
                m_pos -= (t & 8) << 11;
                t &= 7;
                if (t == 0)
                {
                    while (*ip == 0)
                    {
                        t += 255;
                        ip++;
                    }
                    t += 7 + *ip++;
                }
                m_pos -= (ip[0] >> 2) + (ip[1] << 6);
                ip += 2;
                ////// done
                if (m_pos == op)
                {
                    assert(t==1);
                    if (m_pos!=op_end)
                        return LZO_E_LOOKBEHIND_UNDERRUN;
                    return ip-in;
                }
                m_pos -= 0x4000;
            }
            else
            {
                m_pos = op - 1;
                m_pos -= t >> 2;
                m_pos -= *ip++ << 2;
                TEST_LB();
                NEED_OP(2);
                *op++ = *m_pos++; *op++ = *m_pos;
                goto match_done;
            }
            TEST_LB();
            assert(t > 0);
            NEED_OP(t+3-1);
            if (t >= 2 * 4 - (3 - 1) && (op - m_pos) >= 4)
            {
                COPY4(op,m_pos);
                op += 4; m_pos += 4; t -= 4 - (3 - 1);
                do {
                    COPY4(op,m_pos);
                    op += 4; m_pos += 4; t -= 4;
                } while (t >= 4);
                if (t > 0) do *op++ = *m_pos++; while (--t > 0);
            }
            else
            {
copy_match:
              *op++ = *m_pos++; *op++ = *m_pos++;
                do *op++ = *m_pos++; while (--t > 0);
            }
match_done:
            t = ip[-2] & 3;
            if (t == 0)  break;
match_next:
            assert(t > 0); assert(t < 4); NEED_OP(t);
            *op++ = *ip++;
            if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } }
            t = *ip++;
        } while (1 );
    }
//    return LZO_E_EOF_NOT_FOUND;/never gets here
}
</nowiki></pre>
----


== Reference Tables ==
== Reference Tables ==
Line 999: 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 1,022: 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"|NormalMapSpecularDIMap||align="left"|?||align="left"|2
|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 1,030: 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 1,042: 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 1,073: 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 1,081: 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>


----
----
==Point Flags==
Point Flags are as per Oxygen's Points->Properties as follows:
<code><nowiki>
0NhUUFdLS
        Surface
        xxxxxxx0 normal
        xxxxxxx1 on surface
        xxxxxxx2 above
        xxxxxxx4 under
        xxxxxxx8 keep height(fence)
      Lighting face
        xxxxxx0x normal
        xxxxxx1x shine
        xxxxxx2x always in shadow
        xxxxxx4x full light
        xxxxxx8x half light
      decal
        xxxxx1xx decal
    Fog
        xxxx0xxx none
        xxxx1xxx sky
        xxxx2xxx normal
  UU    xxUUxxxx user 0..255
  H      x1xxxxxx hidden vertex
Normals
        x0xxxxxx by face
        x2xxxxxx fixed (normal)
        x4xxxxxx by impedence
</code></nowiki>


== Links ==
== Links ==
Line 1,149: 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)