P3D File Format - ODOLV7: Difference between revisions

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= General =


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


===Intro===
== Legend ==


====CompressedStruct====
see [[Generic FileFormat Data Types]]
 
ODOL7 uses (potentially) compressed arrays.
 
This obviously slows the engine down during loading. At the time of CWC development, game file sizes were important.


(potentially) compressed arrays are contained in a CompressedStruct


CompressedStructs are endemic to most blocks contained in the p3d.
== CompressedStructures ==


CompressedStruct
(potentially) compressed arrays are endemic to most blocks contained in a p3d.
{
  ulong  Count;
  <type> Array[Count];
};


<syntaxhighlight lang="cpp">
CompressedStruct
{
ulong Count;
<type> Array[Count];
};
</syntaxhighlight>


if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The '''resulting''' array will be expanded using lzh compression exactly as found in pbo's (for instance)
if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The '''resulting''' array will be expanded using lzh compression exactly as found in pbo's (for instance)


After de-compression, the Count remains the same because it is a count of the arraytype.
After decompression, the Count remains the same because it is a count of the arraytype.


For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.
For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.
Line 31: Line 29:


Thus for various Array <types>
Thus for various Array <types>
*ulong Array:    > 255  // 1024 /  sizeof(ulong)
* ulong Array:    > 255  // 1024 /  sizeof(ulong)
*float thing[2]: > 127  // 1024 / 2*sizeof(float)
* float thing[2]: > 127  // 1024 / 2*sizeof(float)
*SomeStructure:  >      // count * sizeof (SomeStructure) > 1023
* SomeStructure:  >      // count * sizeof (SomeStructure) > 1023




Note that potentially compressed arrays in these structures only have an known output length.
Note that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length.
the decompressor therefore must work on infinite input length.
see example decompression at end of document


===Odol7Stuct===
ODOLV7
{
  StandardP3DHeader Header;
  LodStruct Lods[Header.LodCount];
  struct    ModelInfo;
};


====StandardP3DHeader====
= Odol7Stuct =
StandardP3DHeader
{
  char      Signature[4];      ''//"ODOL"''
  ulong    Version;          ''// 7''
  ulong    LodCount;          ''// at least one''
}


===LodStruct===
See [[P3D Model Info]].
LodStruct
<syntaxhighlight lang="cpp">
{
ODOLV7
  struct        VerticesStruct;
{
  struct        UnknownStruct; // contains some max/min vertices positions
StandardP3DHeader Header;
  struct        TexturesStruct;
LodStruct Lods[Header.LodCount];
  struct        VertexIndices;
ModelInfo ModelInfo;
  ulong          NoOfFaces;
};
  ulong          OffsetToSectionStruct;
</syntaxhighlight>
  Face          Faces[NoOfFaces];
  ulong          nSections;
  LODSection    LODSections[nSections];
  ulong          nNamedSelections;
  NamedSelection NamedSelections[nNamedSelections];
  ulong          nNamedProperties;
  NamedProperty  NamedProperties[nNamedProperties];
  ulong          nFrames;
  Frame          Frames[nFrames];
  ulong          IconColor;
  ulong          SelectedColor;
  ulong          Unknown;
  ulong          nProxies;
  ProxyStruct    ProxyStructs[nProxies]; 
};


===VerticesStruct===
  VerticesStruct
  {
    CompressedStruct PointFlags //(vertices)
    {
    ulong Count;              // see [[P3D Point(Vertex) Flags]]
    ulong PointFlag[Count];   
    }
    CompressedStruct UVset
    {
    ulong  Count;              ''// if > 127 then array is compressed
    UVPair UVsets[Count];     
    }
    struct Points // (Vertices)
    {
    ulong      Count;             
    XYZTriplet Point[Count];
    }
    struct Normals
    {
    '''ulong''' Count;           
    '''float''' Normals[Count][3];  ''// XZY
    }
  }


*Count is the same value for all four tables.
== StandardP3DHeader ==
*The Position and Normals tables appear to be always uncompressed raw data.


====UVPair====
<syntaxhighlight lang="cpp">
UVSet
StandardP3DHeader
{
{
  float U,V;
char Signature[4]; //"ODOL" (vs MLOD eg)
}
ulong Version; // 7
===UnKnownStruct===
ulong LodCount; // at least one
UnKnownStruct
}
{
</syntaxhighlight>
  UVPair      UnknownUV; // just a guess         
  XYZTriplet  MinPos;
  XYZTriplet  MaxPos;
  XYZTriplet  AutoCenterPos;
  float        UnknownFloat;
}


===TexturesStruct===
  struct Textures
  {
  '''ulong'''  Count;
  '''asciiz''' Textures[...];          ''// "data/1.paa\0data/2.paa\0"...
  }


Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.
== LodStruct ==


===VertexIndices===
See:
VertexIndices
* {{Link|#VertexTable}}
{
* {{Link|#Textures}}
  CompressedStruct
* [[P3D Lod Edges]]
  {
* [[P3D Lod Faces]]
  '''ulong'''  Count;            ''// if > 511 etc'' 
* [[P3D Lod Sections]]
  '''ushort''' MlodIndex[Count];
* [[P3D Named Selections]]
  }
* {{Link|#NamedProperty}}
  CompressedStruct
* [[P3D Lod Frames]]
  {
* [[P3D Lod Proxies]]
  '''ulong'''  nVerticesStructs;          ''// same value as any of the VerticesStruct.Counts''
  '''ushort''' VerticesStructNum[nVerticesStructs];
  }
}


For each of the VerticesStructs (0..Count-1) there is a lookup into the MlodIndex
'''MLOD'''vertexindex = MlodIndex[ VerticesStructNum[Count] ];''


Tables are used to join vertices. Each face has got 3 or 4 vertices that are unique for each face Eg. Every vertex is owned only by 1 face.
<syntaxhighlight lang="cpp">
LodStruct
{
VertexTable VertexTable;
float UnknownFloat1;
float UnknownFloat2;
XYZTriplet MinPos;
XYZTriplet MaxPos;
XYZTriplet AutoCenterPos;
float UnknownFloat3;
Textures Textures;
LodEdges LodEdges;
ulong NoOfFaces;
ulong OffsetToLodSections;
LodFace LodFaces[NoOfFaces]; // ie polygons
ulong nSections;
LODSection LODSections[nSections];
ulong nNamedSelections;
NamedSelection NamedSelections[nNamedSelections];
ulong nTokens;
NamedProperty NamedProperties[nTokens];
ulong nFrames;
Frame Frames[nFrames];
ulong IconColor;
ulong SelectedColor;
ulong Unknown;
ulong nProxies;
LodProxy LodProxies[nProxies];
};
</syntaxhighlight>


=== VertexTable ===


===Face===
See [[P3D Point and Face Flags]].
Face
<syntaxhighlight lang="cpp">
{
struct
  '''ulong'''  FaceFlags;
{  
  '''short'''  TextureIndex;  
ulong Count;
  '''byte'''  nVertices; // 3==Triangle or 4==Box
ulong PointFlags[Count]; // compressed
  '''ushort''' VerticesIndex[nVertices];
ulong Count;
}
UVPair UV1[Count]; // compressed
ulong Count;
XYZTriplet Points[Count]; // UNcompressed
ulong Count;
XYZTriplet Normals[Count]; // UNcompressed
}
</syntaxhighlight>


*Count is the same value for all four tables.


===LODSection===
=== Textures ===
  LODSection
  {
    ulong  FaceLowerIndex;
    ulong  FaceUpperIndex;
    ulong  UserValue;
    short  TextureIndex;      // as per Face struct
    ulong  (ODOL)FaceFlags;    // as per Face struct
  }


The TextureIndex is a zero based array. If set to -1, there are no textures for this face or section
<syntaxhighlight lang="cpp">
struct
{
ulong Count;
asciiz Textures[...]; // "data/1.paa\0data/2.paa\0"...
}
</syntaxhighlight>


===NamedSelection===
Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.
NamedSelection
{
  '''asciiz''' name;
  CompressedStruct VerticesIndexes
  {
  '''ulong'''  Count;                  ''// if > 511 then array is compressed
  '''ushort''' Vertices[Count];
  }
  CompressedStruct UnknownUshort
  {
  '''ulong'''  Count;                ''// if > 511 then array is compressed
  '''ushort'''  Unknown[Count];
  }
  CompressedStruct UnknownUlong
  {
  '''ulong''' Count;                    ''// if > 255 then array is compressed
  '''ulong''' Unknown[Count];
  }
  '''byte''' IsSectional;
  CompressedStruct UnknownUlong2
  {
  '''ulong''' Count;                    ''// if etc
  '''ulong''' Unknown[Count];
  }
  CompressedStruct Faces
  {
  '''ulong''' Count;                    ''// if etc
  '''ushort''' Faces[Count];
  }
  CompressedStruct TextureWeights      // probably
  {
  '''ulong''' Count;                    ''// if etc
  '''byte''' TextureWeights[Count];
  }
};


see NamedSelection in [[P3D File Format - MLOD P3DM]] for description of TextureWeights
=== NamedProperty ===


===NamedProperty===
<syntaxhighlight lang="cpp">
struct
{
Asciiz Property; // e.g "noshadow" = "1"
Asciiz Value;
}
</syntaxhighlight>


  NamedProperty
  {
    '''asciiz''' Name;  ''// "noshadow\0"
    '''asciiz''' Value; ''//"1\0"'
  };


===Frame===
= Related Page(s) =
    Frame
    {
      float      FrameTime;
      ulong      nBones;      //same as any  VerticesStruct.Count
      XYZTriplet BonePos[nBones];
    };


===ProxyStruct===
== LZ in ODOL ==
ProxyStruct
{
  asciiz          Name;
  TransformMatrix Transform;//see [[Generic FileFormat Data Types]]
  ulong          Indices[2];
}


==ModelInfo==
see [[Compressed LZSS File Format]]


see [[P3D Model Info]]
[[BIS File Formats#3D Model File Formats|Model File Formats]]
 
===LZ in ODOL===
see [[Compressed LZSS File Format]]


=Related Page(s)=


[[BIS_File_Formats#3D_Model_File_Formats|Model File Formats]]
[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]

Latest revision as of 18:43, 4 January 2023

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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.

General

Legend

see Generic FileFormat Data Types


CompressedStructures

(potentially) compressed arrays are endemic to most blocks contained in a p3d.

CompressedStruct
{
	ulong	Count;
	<type>	Array[Count];
};

if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The resulting array will be expanded using lzh compression exactly as found in pbo's (for instance)

After decompression, the Count remains the same because it is a count of the arraytype.

For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.


Thus for various Array <types>

  • ulong Array: > 255 // 1024 / sizeof(ulong)
  • float thing[2]: > 127 // 1024 / 2*sizeof(float)
  • SomeStructure: > // count * sizeof (SomeStructure) > 1023


Note that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length.


Odol7Stuct

See P3D Model Info.

ODOLV7
{
	StandardP3DHeader	Header;
	LodStruct			Lods[Header.LodCount];
	ModelInfo			ModelInfo;
};


StandardP3DHeader

StandardP3DHeader
{
	char	Signature[4];	//"ODOL" (vs MLOD eg)
	ulong	Version;		// 7
	ulong	LodCount;		// at least one
}


LodStruct

See:


LodStruct
{
	VertexTable		VertexTable;
	float			UnknownFloat1;
	float			UnknownFloat2;
	XYZTriplet		MinPos;
	XYZTriplet		MaxPos;
	XYZTriplet		AutoCenterPos;
	float			UnknownFloat3;
	Textures		Textures;
	LodEdges		LodEdges;
	ulong			NoOfFaces;
	ulong			OffsetToLodSections;
	LodFace			LodFaces[NoOfFaces]; // ie polygons
	ulong			nSections;
	LODSection		LODSections[nSections];
	ulong			nNamedSelections;
	NamedSelection	NamedSelections[nNamedSelections];
	ulong			nTokens;
	NamedProperty	NamedProperties[nTokens];
	ulong			nFrames;
	Frame			Frames[nFrames];
	ulong			IconColor;
	ulong			SelectedColor;
	ulong			Unknown;
	ulong			nProxies;
	LodProxy		LodProxies[nProxies];
};

VertexTable

See P3D Point and Face Flags.

	struct
	{ 
	ulong		Count;
	ulong		PointFlags[Count];	// compressed
	ulong		Count;
	UVPair		UV1[Count];			// compressed 
	ulong		Count;
	XYZTriplet	Points[Count];		// UNcompressed
	ulong		Count;
	XYZTriplet	Normals[Count];		// UNcompressed
	}
  • Count is the same value for all four tables.

Textures

struct
{
ulong	Count;
asciiz	Textures[...]; // "data/1.paa\0data/2.paa\0"...
}

Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.

NamedProperty

struct
{
	Asciiz Property; // e.g "noshadow" = "1"
	Asciiz Value;
}


Related Page(s)

LZ in ODOL

see Compressed LZSS File Format

Model File Formats