P3D File Format - ODOLV4x

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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 file format of a ArmA ODOL v40 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.

Legend

Type Description
byte 8 bit (1 byte)
tbool byte: 0 = false.
short 16 bit signed integer (2 bytes)
ushort 16 bit unsigned integer (2 bytes)
long 32 bit signed integer (4 bytes)
ulong 32 bit unsigned integer (4 bytes)
float 32 bit signed single precision floating point value (4 bytes)
asciiz Null terminated (0x00) variable length ascii string
Note that 'int' is not used in this documentation for the following reasons:
  • an 'int' is machine and compiler and language dependent. It is an arbitrary size SIGNED value.
  • with exceptions, BI use floats when requiring negative values.
  • almost all references to 'integers' in BI file formats are either positive-only offsets into memory, zero based indexes, and counts

XYZTriplet

XYZTriplet
{
 float    x,y,z;
}

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's 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'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)


File Format

ODOLv40
{
 StandardP3DHeader Header;
 float             LodTypes[Header.NoOfLods];
 ModelInfo         ModelInfo;
 Skeleton          Skeleton;
 UnknownStruct1    UnknownStruct;
 Animations        Animations;
 ulong             StartAdressOfLods[Header.NoOfLods];
 ulong             EndAdressOfLods  [Header.NoOfLods];
 tbool             LODFaceIndicator [Header.NoOfLods];
 structLodFace     LodFaces[NoOfFalseLODFaceIndicators];
 LodStruct         LodStructs[Header.NoOfLods];  // The order in which lod's occur
                                                 // is descending numerical order.
                                                 // eg. Resolution 1.0 will be the last in the file.
 }//EndOfFile


  • there are only as many LodFaces as there are false LODFaceIndicators

LodTypes

  • LodTypes is an unsorted list of all the 'types' of Lod in the file.

To make it usable (eg to specifically access the 'memory lod') the list must be sorted from highest to lowest value. This then gives the order of occurrence of lods.

  • The order, has significance to various lod offsets mentioned below.
  • For a list of 'lod types' see bottom of document.

Structures

StandardP3DHeader

StandardP3DHeader { char[4] Filetype; // "ODOL" ulong Version; // 40 ulong NoOfLods; // alias NoOfResolutions; }

common header structure for all P3D file formats

ModelInfo

 ModelInfo
 {
  ulong      Unknown;
  float      Sphere;
  byte       Unknown[36]; 
  float      ViewDensity;
  byte       Unknown[24]; 
  XYZTriplet ModelVertexOffset;
  XYZTriplet Unknown;
  XYZTriplet ModelCentreOfGravity;
  XYZTriplet ModelMassVectors[3];
  byte  AutoCenter,
        lockAutoCenter,
        canOcclude,
        canBeOccluded,
        allowAnimation;
  byte  Unknown[6]; 
 }

structSkeleton

 structSkeleton
 {
   asciiz                    SkeletonName;  //"A10Skeleton"
   if (SkeletonName != null)
   {
     tbool                   isInherited;
     ulong                   NoOfBoneNames;
     SkeletonBoneName        SkeletonBoneNames[NoOfBoneNames];
   }
 }

SkeletonBoneName

 SkeletonBoneName
 {
   asciiz BoneName;            //"3dhud" or "Gearlocks" or "Fuel" or ...
   asciiz ParentBoneName;      // "Aeileron_1"
 }

corresponds to model.cfg

 class cfgSkeletons
 {
	class SkeletonClassname: Default
	{
		skeletonBones[]=
		{
			"RightDoor1","",
			"RightDoor2","",
			"LeftDoor1","",
			"LeftDoor2","RightDoor2",
			etc"
		};
	};

UnknownStruct1

UnknownStruct1
{
 byte   UnknownByte;
 tbool  Extra;
 if(Extra)
 {
  byte  ExtraByte;
 }
 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

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

AnimationClass { ulong AnimTransformType; asciiz AnimClassName; // "RightDoor" asciiz AnimSource; // "rotor" float MinMaxValue[2]; float MinMaxPhase[2]; ulong sourceAddress; switch(AnimTransformType) case 0://rotaton case 1://rotationX 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; }

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's 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;
 }
}

structLodFace

//only when the LODFaceIndicator for that lod is false

structLodFace     
{
  ulong   HeaderFaceCount;
  bytes   Unknown[13];
}

LodStruct

 LodStruct
 {
   ulong                         nProxies;
   LodModelProxy                 LodModelProxies[nProxies];
   ulong                         nLodItems;
   ulong                         LodItems[nLodItems];        // potentially compressed
   ulong                         nUsedBones;
   LodUsedBone                   LodUsedBones[nUsedBones];
   LodPointProperties[...];                                  // Potentially compressed

   byte                          UnknownBytes[8];
   float                         UnknownFloats[10];
 
   ulong                         NoOfTextures;
   asciiz                        LodPaaTextureNames[NoOfTextures];  //"ca\characters\hhl\hhl_01_co.paa"
   ulong                         NoOfMaterials;
   LodMaterial                   LodMaterials[NoOfMaterials];
   LodEdge                       LodEdge1;                   // potentially compressed
   LodEdge                       LodEdge2;                   // potentially compressed
   LodPolygons[...];
   ulong                         nSections;
   LodSection                    LodSections[nSections];
   ulong                         nNamedSelections;
   LodNamedSelection             LodNamedSelections[nNamedSelections]; // potentially compressed
   ulong                         nTokens;
   LodTokenPair                  LodTokenPairs[nTokens];
   ushort                        nKeyFrames;
   LodKeyFrame                   LodKeyFrames[nKeyFrames];

   byte                          Unknown[17];

   {
   LodUV                         LodUV1;                     // Potentially compressed
   ulong                         nUVs;
   if (nUVs==2)
    LodUV                        LodUV2;                     // Potentially compressed

   ulong                         NoOfVertices;
   XYZTriplet                    LodXZY[NoOfVertices];       // Potentially compressed
   ulong                         nNormals;
   LodNormals                    LodNormals[nNormals];       // Potentially compressed
   }
      // Note that nUV1's== nNormals == NoOfVertices

   ulong                         nMinMax;
   XYZTriplet                    LodMinMaxXYZ[nMinMax][2];   // Potentially compressed

   ulong                         Count;
   LodUnknownStruct              UnknownLodStruct[Count];    // Potentially compressed
   ulong                         nBytes;
   byte                          UnknownBytes[nBytes][32];   // Potentially compressed
 }

LodModelProxy

 LodModelProxy
 {
   asciiz      P3dProxyName;        //"\ca\a10\agm65" (.p3d is implied) <<note the leading filename backslash
   XYZTriplet  RotationMatrix[3];
   XYZTriplet  Translation;
   ulong       Indices[4];
 }

This structure is (almost) identical to ODOL7 except it has 4 indices rather than 2.


LodUsedBone

LodUsedBone
{
  ulong nIDs;         //range 0..3
  ulong BoneID[nIDs];
}

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.

LodPointProperties

LodPointProperties
{
 ulong  NoOfPts;
 tbool  UseDefault;
 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.

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
 {
   asciiz            RvMatName;     // "ca\characters\data\soldier_captive_hhl.rvmat"
   ulong             Type;          // 9 == Arma, 10==VBS2
   D3DCOLORVALUE     Emissive;
   D3DCOLORVALUE     Ambient;
   D3DCOLORVALUE     Diffuse;
   D3DCOLORVALUE     forcedDiffuse;
   D3DCOLORVALUE     Specular;
   D3DCOLORVALUE     Unknown;       //Usually same as Specular
   float             SpecularPower;
   ulong             PixelShaderId; //See enumPixelShaderId
   ulong             VertexShaderId;//See enumVertexShaderId
   ulong             BoolFlag;      //mostly 1 otherwise 0
   ulong             AnIndex;       //0,1 or 2
   asciiz            BiSurfaceName; // "ca\data\Penetration\plastic.bisurf"
   ulong             Always0x01;
   ulong             aCount;        //Generally 0
   ulong             nTextures;
   ulong             nTransforms;   // always same as nTextures
   LodStageTexture   StageTextures  [nTextures];
   LodStageTransform StageTransforms[nTransforms]; 
 }  
There is always one default Texture and Transform as the first entry.
It is the only entry if a SurfaceName exists.
D3DCOLORVALUE
D3DCOLORVALUE
{
  float r,g,b,a;
}
LodStageTexture
LodStageTexture
{
 ulong  TextureFilter; // mostly 3, sometimes 0
 asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
                       // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
 ulong  StageID;       // zero based
};
The StageID is iterative (linear sequential). 1st entry is 0, 2nd 1, 3rd 2, etc.
TextureFilter maybe 1 of the following values.
  • 0: Point
  • 1: Linear
  • 2: TriLinear
  • 3: Anisotropic (default)
LodStageTransform
  LodStageTransform
  {
   ulong UVSource;
   float Transform[4][3];//a DirectX texture space transform matrix
  };

LodEdge

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;

NOTE: See discussions for actual nature of this value

LodSection

LodSection
{
 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;
 }
 byte  Something6[2];
 ulong Something7;
 float Something8;
 float Something9;
}

LodNamedSelection

 LodNamedSelection
 {
   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

 LodTokenPair
 {
    asciiz Property;// "noshadow" = "1" eg
    asciiz Value;
 }

LodKeyFrame

LodKeyFrame
{
 ulong    nFrames;
 LodFrame LodFrames[nFrames];
}
LodFrame
LodFrame
{
 float      FrameTime;
 ulong      NoOfFramePoints;
 XYZTriplet LodFramePoints[NoOfFramePoints];
}

LodUV

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)

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

LodNormals

LodNormals
{
   tbool                         DefaultFill;
   if (DefaultFill)
    XYZTriplet                   XZY;
   else
    XYZTriplet                   XZY[nNormals];        // Potentially compressed
}

LodUnknownStruct

LodUnknownStruct    // potentially compressed
{
   ulong  Index;
   float  Unknown[2];         // probably a vertices something
}

Decompression

In ODOL v40 format files some of the datastructures present in the file are compressed by using a form of LZ compression. 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.


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


The code that follows is written in C# and may or may not be optimal or correct.


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.
  • 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.


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); }


Reference Tables

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

Resolutions

refResolutions { float Resolution; string ResolutionName; }

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

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 ? 2
0x05, 5 NormalMapDiffuse ? 2
0x06, 6 Detail ? 1
0x07, 7 ? ? ?
0x08, 8 Water sea water 2
0x09, 9 ? ? ?
0x0A, 10 White ? 0
0x0B, 11 ? ? ?
0x0C, 12 AlphaShadow shadow alpha write 0
0x0D, 13 AlphaNoShadow shadow alpha (no shadow) write 0
0x0E, 14 ? ? ?
0x0F, 15 DetailMacroAS ? 3
0x10, 16 ? ? ?
0x11, 17 ? ? ?
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

Enums

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 }

int enum VertexShaderId { Basic = 0x00, NormalMap = 0x01, NormalMapAS = 0x0F }


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

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