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<big><big>PAA texture file structure</big></big>
<big><big>PAA texture file structure</big></big>


==Introduction==
== Introduction ==


Of the many image file formats 'out there', such as jpeg, such as gif. BI choose to use a specially developed file format (paa) as the base texture file for all engine types.
Of the many image file formats out there, such as jpeg, or gif, Bohemia Interactive choose to use a specially developed file format (paa) as the base texture file for all engine types.


The reason for this is the raw data within the file can be passed directly to Microsoft's Direct X as a DXT1 picture (eg) without further massaging.  
The reason for this is the raw data within the file contain mipmaps which be passed directly to Microsoft's Direct X as a DXT1 picture (eg) without further massaging.  


While all engines except Elite also support JPG files, PAA files can result in much better performance.
All engines except Elite also support JPG files (but they have no transparency). Most of encoded mipmap formats in pax files do.


==Main Format==
=== PAC files ===


Overall structure of a Paa file is
.pac files are (almost) synonomous with .paa. In the origins of OFP cwc. paa were meant to be two tone colors (black & white or grayscale) and paC = colour.
 
The distinction does not exist. All engines treat pac or paa equally. They are referred to as paX files in the rest of this document.
 
Note however that Arma2's tgaviewer *cannot* read a palete index .paa extension. only .pac extensions. (the contents can be identical)
 
=== OFP DEMO files ===
 
The initial 'proof of concept' for {{ofp}} released in 1997, was a demonstration of an island with models and textures.
 
These pax files can still be read by tgaviewer! (and pal2pace)
 
The *only* difference between these, and subsequent pax files is that the index pallet appears at beginning of file. In other words
 
*There is NO header type, Pallet index is assumed.
*There are NO taggs.
*Other than this, demo files are 100% identical to ofp's Pallet index including the use of run length compression.
 
=== Main Format ===
 
Overall structure of a pax file is


  struct overall
  struct overall
  {
  {
   ushort TypeOfPaa;
   ushort   TypeOfPaX;       //'''OPTIONAL'''
   struct HeaderTags {...}; // '''OPTIONAL'''
   Tagg    Taggs[...];       //'''OPTIONAL'''
   ushort EndofTags;               // always zero
   Palette  Palette[...];
   struct MipMap_DataBlocks{....};
   MipMap  MipMaps[...];
   byte   EndOfMaps[6];           // always zero
   ushort   Always0;
  };
  };


Every PAA file starts with a '''TypeOfPaa'''
== TypeOfPaX (optional) ==
 
With the sole exception of OFP index palettes and demo, all paX files begin with a 2 byte 'type' signature. OFP index palettes have ''no'' type, they begin with tagg structures immediately. demo files have neither, and begin with the index pallet.
 
*0xFF01 DXT1        : All Engines except demo
*0xFF02 DXT2        : Oxygen 2 Only
*0xFF03 DXT3
*0xFF04 DXT4        : Oxygen 2 Only
*0xFF05 DXT5        : Arma1 & 2 Only
*0x4444 RGBA 4:4:4:4 : OFP and Arma2 only (not Arma1)
*0x1555 RGBA 5:5:5:1 : Arma1 & 2 Only
*0x8888 RGBA 8:8:8:8 : Oxygen 2 Only
*0x8080 GRAY w Alpha : All Engines except demo
 
''''Index Pallets only occur in {{ofp}} and demo''' Later versions of TGAViewer still 'understand' them IF and only IF they have .pac extensions. Under this circumstance they are translated as ARGB8888 (and saved as such)
 
 
Note that information on DXT formats can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression
 
== Taggs ==
 
Taggs do not exist for demo pax files.
 
Tagg
{
  char  signature[4]; //always "GGAT"
  char  name[4];      //name of the tagg in reversed order (for example: "CGVA")
  ulong  dataLen;
  byte  data[dataLen];
}
 
Taggs are read until no "GGAT" signature is encountered. Palette structure follows.
 
=== General ===
 
Structurally, all TAGG's are optional and can occur multiple times. In practice:


ushort TypeOfPaa;  // type of texture, known values are
*At least one TAGG exists for ALL types, including index palettes.
  // 0xFF01 DXT1 compressed texture (may have 1 bit alpha map, check MSDN documentation for details)
*Any TAGG if it occurs, only occurs, once.
  // 0x1555 Uncompressed RGBA 5:5:5:1 texture
*TAGG order of presentation is
          // 0x4444 Uncompressed RGBA 4:4:4:4 texture
  // 0x8080 Uncompressed Luminosity/Alpha map. Actual color of texture is derived from AVGCTAGG tag?
  // 0xFF03 XBox & ArmA only. DXT3 compressed texture
  // 0xFF05 XBox & ArmA only. DXT5 compressed texture
                    // 0x4747 Uncompressed Index Palette texture(P8) '''SPECIAL CASE''' see notes
                    // added '''TypeOfPaa working in Oxygen 2 Full''':
  // 0xFF02 DXT2 compressed texture
  // 0xFF04 DXT4 compressed texture
  // 0x8888 RGBA 8:8:8:8 texture


followed by '''optional''' header tags
AVG  //Always First
MAX  //Always 2nd etc...
FLAG
SWIZ or PROC (not seen together)
OFFS //Always last


struct PAA_Tag {
*ALL TAGG's begin with an AVG with the sole exception of *some* GREY .paX's
byte    name[8]; // name of tag is actually reversed when written in file,  
*MAX is almost follows an AVG
// so OFFSTAGG would be written as GGATSFFO. See below for known tags.
*FLAG, PROC, and SWIZ are entirely optional. They may or may not occur.
ULONG tag_size; // size of this tag
*PROC if present is only used in DXT1 types
byte   data[tag_size]; // size * bytes of actual data
*OFP Palette Indexes ONLY have an AVG
*OFFS is almost always present (if not, the engine builds it as required, when required, anyway)
 
 
=== AVGCTAGG ===
 
Average Colour
 
*This tag contains average color of texture, probably used in rendering the 8:8 Grey & alpha textures.
 
*Always present, and always first in list with the sole exception of *some* GRAY .paX's
 
{
  char "GGATCGVA";
  ulong len; // 4 bytes
   ulong RGBA;//FF443D39
  }
  }


followed by an EndofTags ushort of zero, indicating, no more tags !!
=== MAXCTAGG ===
 
*Generally always present. Always follows immediately after an AVG
 
{
  char  "GGATCXAM";
  ulong len;  // 4 bytes
  ulong  data; // FFFFFFFFF no other value seen so far
}
 
Contains color of brightest pixel in texture?
 
=== FLAGTAGG ===
 
*Optional, but will always occur immediately after a MAXC when present
 
{
  char  "GGATGALF";
  ulong len;  // 4 bytes
  ulong range; // 0 to 2
}
 
Marks if texture contains transparency. Value 1 means basic transparency, 2 means alpha channel is not interpolated. This flag should be always present in LOD textures with 1-bit alpha with value of 2 or there will be "ghost outlines" on LOD textures when viewed from distance. Note that this flag must be present in texture file when binarizing model, because Binarize stores information about how to render textures in actual P3D file.
 
 
=== SWIZTAGG ===
 
*Optional
 
{
  char  "GGATZIWS";
  ulong len;  // 4 bytes
  ulong  data; // 0x05040203
}
 
Swizzle is apparently used to modify texture components processing like swizzle modifiers in pixel shaders. For example ArmA sky texture has green channel stored in alpha channel and inversed to take advantage from feature that in DXT5 64 bits are used for alpha channel in each block and 64 bits for RBG, giving double the accuracy to green channel as opposed to storing texture just normally.
 
Exact format of swizzle data is still unknown.
swizzle data:
 
char channelSwizzleA;
char channelSwizzleR;
char channelSwizzleG;
char channelSwizzleB;
 
format of swizzle char:
 
bits 7-4 = 0;
bit 3 - "1" flag. All channel data must be set to 0xff;
bit 2 - "negate flag". Channel data must be negated.
bit 1-0 - number of color channel:
00 - Alpha channel
01 - Red channel
10 - Green channel
11 - Blue channel
 
for example (*_nohq.paa textures)
 
swizzle data is:
 
0x05 - Alpha, Negated, stored in Red;
0x04 - Red, Negated, stored in Alpha;
0x02 - Green, Stored as is;
0x03 - Blue, Stored as is;
 
=== PROCTAGG ===
 
*Only ever seen with some DXT1 types


===Special Case===
{
TypeOfPaa 0x4747 Uncompressed Index Palette texture
  char  "GGATCORP";
  ulong len;  //  strlen(text)
  char  text  // NOT ASCIIz
}


This is a corrupt entry in the sense that it does not have a TypeOfPaa !!!!!
this is a non asciiz string (not zero terminated)
It is the lead in bytes to a standard AVCGTAGG. The next block of data is, the palette. Followed by 'standard' mip-data blocks. Urrrrgh.


''Indecipherable commentary from Feersum''
example:


If format not 0x4747 then end of header tag data is marked by UWORD 0x0000,
else this is a `size of palette` and next block it`s a palette(sizeof = `size of palette` * 3)''
Palette storeg in BGR format.


==HexDump==
x = ((u+1)*0.5);
[[Image:Paacformat.gif]]
y = ((v+1)*0.5);
if (y<0.5) then
{
  sharpOut = 20;
  sharpIn = 60;
 
  offset = x-0.5;
  if (offset<0) then
  {
    edge = (1+offset)^sharpOut;
  }
  else
  {
    edge = (1-offset)^sharpIn;
  };
  res = edge*y*2;
}
else
{
  sharpOut = 20-40*(y-0.5);
  sharpIn = 60-125*(y-0.5);
 
  offset = x-0.5;
  if (offset<0) then
  {
    edge = (1+offset)^sharpOut;
  }
  else
  {
    edge = (1-offset)^sharpIn;
  };
  res = edge;
  sdCoef = y * 2 - 1;
  shoreDisappear = 1 - sdCoef^2;
  res = res * shoreDisappear;
};
a = 1;
r = res;
g = res;
b = res;
 
=== OFFSTAGG ===


==Known header tags==
*Almost always present


There are several knowns header tags.
{
  char  "GGATSFFO";
  ulong len;        // 16 * sizeof(ulong)
  ulong offsets[16];
}


===OFFSTAGG===
Sizeof Data (16 x ULONGS)
  Example:
  Example:
  GGATSFFO = 6 entries
  = 6 entries. last 10 unused
  256 x 128 Size=16384
  256 x 128 Size=16384
  128 x 64 Size=4096
  128 x 64 Size=4096
Line 80: Line 255:
  8 x 4 Size=16
  8 x 4 Size=16


MipMap data is presented in 'blocks'. One or more 'blocks' exist in a paa file.
MipMap data is presented in 'blocks'. One or more 'blocks' exist in a pax file.


This is a pointless and redundant tag that declares where each of these blocks are in the file, relative to start of file.
This tag declares where each of these blocks are in the file, relative to start of file.


The location of each block is already known, relative to the size of the previous block (if any). So, although almost always present in paa files, it's use, is redundant.
The location of each block is already known, relative to the size of the previous block (if any). So, although almost always present in pax files, it is use, is redundant.


This tag always contains 16 ULONG offsets. Each one is a hard offset to actual mipmap data relative to start of file.
This tag always contains 16 ULONG offsets. Each one is a hard offset to actual mipmap data relative to start of file.


Not all entries are used (obvuously) since most paa files contain less than 16 mipmaps. Unused offsets contain the value 0x00000000. There are no known examples of splattered offset entries. All offsets after the first 0 entry are 0 as well.
Not all entries are used (obviously) since most pax files contain less than 16 mipmaps. Unused offsets contain the value 0x00000000. There are no known examples of splattered offset entries. All offsets after the first 0 entry are 0 as well.
 
== Palette ==
 
Palette
{
  ushort nPaletteTriplets;                // always 0 except for index palette type
  bytes  BGR_Palette[nPaletteTriplets][3]; // only exists if nPaletteTriplets > 0
}
 
palette triplets when they exist, consist of '''BGR''' values. Note the reversal from the expected order.
 


===AVGCTAGG===
== Mipmap ==


Average Colour
Mipmaps are in contiguous blocks that extend to end of file.
 
There is nothing strange about Mipmaps. Each mipmap is simply a rectangular texture (almost always square) and each one conforms to 2^n dimensions.
 
Each mipmap defines increasingly poorer resolution. The highest (first) mimpap is THE texture, each successively smaller one is one quarter the size. It progresses in smallness down to a minimum of 2 x any other 2^n or, any other 2^n x 2. For a square texture, this is simply a 2 x 2 matrix.
 
 
Mipmap
{
ushort width; // width of this mipmap
ushort height; // height of this mipmap
        if (INDEX PALLETE)
        {
          if (width==0x4D2 && height==0x223D) // special 1234 x 8765 signature
          {
    ushort width; // actual width
    ushort height; // actual height
            // use '''signed''' lzss compression for this block (introduced for for resistance pax files.
          }
      //  else use runlength Compression for this block //used by demo and cwc pax files
 
        }
        if (width && height)
        {
byte size[3]; // size of texture data in file. this is 24-bit unsigned integer.
byte data[size]; // actual texture data compressed or otherwise
        }
};
 
The last mipmap is a dummy consisting of zero width and height with NO FURTHER DATA
 
The size triplet reflects the size of '''compressed''' data in the file '''not''' necessarily the actual size of the data.
 
== Compression ==
 
'''ALL non DXT signatures are unconditionally compressed using '''signed''' LZSS. Index Pallets use this too, OR, runlength encoding.
 
There are two wrinkles to LZSS compression not encountered in other uses of the same algorithm (pbo, p3d, wrp eg).
 
 
*The >1024 rule does not apply. ALL data is compressed. The end result is the smaller box sizes are most often larger on disk.
*The checksum following the data (all data sizes are actually -4 their 'real' length) is SIGNED addititive. All other lzss checksums used elsewhere in bis are UNsigned additive.
 
 
example:
Type: RGBA 4:4:4:4 texture
AVGC: F5A9A9AB
256 x  128 Real Size 65536. Size in file  11770
128 x  64 Real Size 16384. Size in file  3521
  64 x  32 Real Size  4096. Size in file  1148
  32 x  16 Real Size  1024. Size in file    407
  16 x    8 Real Size  256. Size in file    169
  8 x    4 Real Size    64. Size in file    57
  4 x    2 Real Size    16. Size in file    22 <<<<<
 
the result of decompression of any type (lzo, lzss or runlength is '''encoded''' data. The encoding is, perhaps obviously,dependent on the paxType:
 
 
'''encoded''' sizes are a further means of compression.
*width x height  is the number of pixels to display. Since all output to a screen is ultimately expressed as RGBA 4 byte integers.
*width x height x 4 is the size of the ultimate output IN BYTES.
 
Not so the '''encoded''' array.
*INDEX  width*height  // each byte is an index to a color table
*DXT1    width*height/2 // 1 nibble per pixel
*DXT2    width*height  //not used
*DXT3    width*height  //not used
*DXT4    width*height  //not used
*DXT5    width*height  // one byte per pixel
 
*RGB4444 width*height*2 // 4 nibbles per color
*RGB5551 width*height*2 // ditto
*RGB565  width*height*2 // ditto (not used)
*GREY    width*height*2 // one byte alpha, one byte 'grey'
*RGB8888 width*height*4 // straight rgba output (un-encoded)


Sizeof Data (1 x ULONG)
example: GGATCGVA = FF443D39


This tag contains average color of texture, probably used in rendering 8:8 luminosity/alpha textures.
=== Before ARMA2 ===


===FLAGTAGG===
DXT textures are stored "as is" in the file. Therefore the DXT data could be directly passed to the graphic hardware. For software decoding of DXT textures see {{Link|http://code.google.com/p/libsquish/|DXTn compress/decompress}}


Sizeof Data (1 x ULONG)
=== POST ARMA2 ===
example: GGATGALG = 0 // range, 0 to 2


Marks if texture contains transparency. Value 1 means basic transparency, 2 means alpha channel is not interpolated. This flag should be always present in LOD textures with 1-bit alpha with value of 2 or there will be "ghost outlines" on LOD textures when viewed from distance. Note that this flag must be present in texture file when binarizing model, because Binarize stores information about how to render textures in actual P3D file.
DXT formats are '''potentially''' compressed.


===ArmA / Elite===
(All other formats remain the same with unconditional '''lzss''' compression)


Purpose of these tags are not yet known.
Arma 2 introduces '''LZO''' compression for DXT. The criteria for DXT-LZO compression is having the top bit of the width paramater set.


====MAXCTAGG====
Note that under this circumstance, the width bit must be masked before any size calculations


Sizeof Data (1 x ULONG)
This bit is set when size on disk for dxt formats != expected size . (See above table). It is either a 'safety bit' for the unusual circumstance of size being same, or, simply a flag to indicate lzo compression.
example: GGATCXAM = FFFFFFFFF // no other value seen so far


Contains color of brightest pixel in texture?
Either way, there are (currently) no known instances of dxt compression where sizes are same, and quite obviously, all unequal sizes must, by defintion, be lzo compresssed.


====SWIZTAGG====
Note also, that this is, truly, conditional compression. Only larger dimensions (256x256) eg are treated in this manner. Lesser value mipmaps in the same pax file, remain un altered.


Sizeof Data (1 x ULONG)
=== Index Palette Compression ===
example: GGATZIWS = 0x05040203


Swizzle is apparently used to modify texture components processing like swizzle modifiers in pixel shaders. For example ArmA sky texture has green channel stored in alpha channel and inversed to take advantage from feature that in DXT5 64 bits are used for alpha channel in each block and 64 bits for RBG, giving double the accuracy to green channel as opposed to storing texture just normally.


Exact format of swizzle data is still unknown.
If the file doesn't start with a known PaX type the data array of the mipmaps contain the indices to the color palette (which appears just before mipmaps and only for palette type).  
swizzle data:
char channelSwizzleA;
char channelSwizzleR;
char channelSwizzleG;
char channelSwizzleB;


format of swizzle char:
'''TWO''' (2) types of compression are in force determined by the special structure of index pallette mipmaps (see above)
bits 7-4 = 0;
bit 3 - "1" flag. All channel data must be set to 0xff;
bit 2 - "negate flag". Channel data must be negated.
bit 1-0 - number of color channel:
00 - Alpha channel
01 - Red channel
10 - Green channel
11 - Blue channel


for example (*_nohq.paa textures)
*Standard LZSS.
swizzle data is:
0x05 - Alpha, Negated, stored in Red;
0x04 - Red, Negated, stored in Alpha;
0x02 - Green, Stored as is;
0x03 - Blue, Stored as is;


==Mipmap data==
if the signature for width and height IS 1234 x 8765 then standard lzss compression is used, using, the next four bytes as width and height.


After end-of-header marker, actual mipmap data follows. Tag OFFSTAGG (if supplied) contains (up to) 16 offsets. Each offset points to the following struct type (relative to start of the file).
otherwise:


  struct Mipmap_Data {
A very basic "compression", which even can make the data slightly bigger, is used. The data is split into blocks of the following structure:
UWORD width; // width of this mipmap
  struct block
UWORD height; // height of this mipmap
{
UCHAR size[3]; // size of compressed texture data. this is 24-bit unsigned integer.  
  byte flag;
UCHAR data[size]; // actual texture data
  byte data[...];
  };
  }


If OFFSTAGG is not supplied, then the next mipmap block is indicated by the size of the previous one.
The flag can be of two different types. If the most significant bit of flag is zero, it tells you how much bytes to read. If flag is 0x05 for example you have to read 6 bytes (always one more then the value of flag). If the most significant bit of flag is one it tells you how often the next byte is repeated. If flag is 0x82 for example the value after the flag byte is repeated 3 times (always one more than (flagvalue - 0x80)).


Note that the size reflects the size of data in the file '''not''' the actual size if that data if is compressed.
Note that with this, special, compression, there is no checksum.


The size of output data for Dct1 format is  (width*height / 2)
Index palette Mipmaps can have mixtures of both types.


Size of output data for Dct5 format is  (width*height)
== Addenda ==


Texture types 0x4444,0x4747,0x1555, 0x8080 and 0x8888, ie, non DXT, are always stored in compressed format. See Example above for detailed look .
=== Decompression Code ===


DXT1 textures are stored "as is" ( see ->[http://www.sjbrown.co.uk/?code=squish DXTn compress/decompress]).
see [[Compressed LZSS File Format]]


===Decompression Code===
=== HexDump ===
<pre>
The 0x4747 format mentioned in this picture indicates index palette format, because 0x4747 is the "GG" of "GGAT" signature.
/*
by Flea
*/
int LZSSDecode(unsigned char * in,unsigned char * out,int szin,int szout)
{
        szin = szin > 0? szin: 0x7fffffff;
int  i, j, k, r = 0, pr, pi = 0,po = 0;
unsigned int  flags = 0;
        unsigned char buf[0x100F], c;
for (i = 0; i < 0x100F; buf[i] = 0x20, i++);
while (pi < szin && po < szout)
        {
if (((flags >>= 1) & 256) == 0)
                {
                        if(pi >= szin)break;
        c = in[pi++];
flags = c | 0xff00;
}
if (flags & 1)
                {
                        if(pi >= szin || po >= szout)break;
                        c = in[pi++];
                        out[po++] = c;
                        buf[r++] = c;
                        r &= 0xfff;
} else
                {
                        if(pi + 1 >= szin)break;
i = in[pi++];
j = in[pi++];
i |= (j & 0xf0) << 4;
                        j  = (j & 0x0f) + 2;
                        pr = r;
for (k = 0; k <= j; k++)
                        {
c = buf[(pr - i + k) & 0xfff];
                                if(po >= szout)break;
        out[po++] = c;
                                buf[r++] = c;
                                r &= 0xfff;
}
}
}
return pi;
}
</pre>


===End of Mipmap(s)===
[[Image:Paacformat.gif]]
After last mipmap, there are six (6) bytes set to 0x00 to mark end of texture data. And,consequently, end of file. No further data is known to occur after this End mark.


==Alpha channel interpolation==
=== Alpha channel interpolation ===


These two images visualize difference between alpha channel interpolation (FLAGTAGG header tag value).
These two images visualize difference between alpha channel interpolation (FLAGTAGG header tag value).


===FLAGTAGG = 1, interpolated alpha channel (default behaviour)===
==== FLAGTAGG = 1, interpolated alpha channel (default behaviour) ====
[[Image:paa_alpha_channel_default.jpg]]
[[Image:paa_alpha_channel_default.jpg]]


===FLAGTAGG = 2, alpha channel interpolation disabled===
==== FLAGTAGG = 2, alpha channel interpolation disabled ====
[[Image:paa_alpha_channel_no_interpolation.jpg]]
[[Image:paa_alpha_channel_no_interpolation.jpg]]


==Bibliography==
== Bibliography ==
  Feersum's original posting on BIS forums: [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=50;t=38131 Paa/pac texture format documentation]
  Feersum's original posting on BIS forums: {{Link|link= http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=50;t=38131|text= Paa/pac texture format documentation}}
  MSDN documentation on DXT1 textures: [http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/Opaque_and_1_Bit_Alpha_Textures.asp DirectX: Opaque and 1-Bit Alpha Textures]
  MSDN documentation on DXT1 textures: [http://msdn.microsoft.com/library/default.asp?url{{=}}/library/en-us/directx9_c/Opaque_and_1_Bit_Alpha_Textures.asp DirectX: Opaque and 1-Bit Alpha Textures]
  Squish Compression [http://www.sjbrown.co.uk/?code=squish DXTn compress/decompress]
  Squish Compression [http://www.sjbrown.co.uk/?code{{=}}squish DXTn compress/decompress]


[[Category:ArmA: File Formats]]
[[Category:BIS File Formats]]
[[Category:Operation Flashpoint Elite: Editing]]
[[Category:Operation Flashpoint: Missions]]
[[category:Operation Flashpoint: Editing]]
[[Category: File extensions|PAA]]

Revision as of 18:20, 28 April 2023

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PAA texture file structure

Introduction

Of the many image file formats out there, such as jpeg, or gif, Bohemia Interactive choose to use a specially developed file format (paa) as the base texture file for all engine types.

The reason for this is the raw data within the file contain mipmaps which be passed directly to Microsoft's Direct X as a DXT1 picture (eg) without further massaging.

All engines except Elite also support JPG files (but they have no transparency). Most of encoded mipmap formats in pax files do.

PAC files

.pac files are (almost) synonomous with .paa. In the origins of OFP cwc. paa were meant to be two tone colors (black & white or grayscale) and paC = colour.

The distinction does not exist. All engines treat pac or paa equally. They are referred to as paX files in the rest of this document.

Note however that Arma2's tgaviewer *cannot* read a palete index .paa extension. only .pac extensions. (the contents can be identical)

OFP DEMO files

The initial 'proof of concept' for Operation Flashpoint released in 1997, was a demonstration of an island with models and textures.

These pax files can still be read by tgaviewer! (and pal2pace)

The *only* difference between these, and subsequent pax files is that the index pallet appears at beginning of file. In other words

  • There is NO header type, Pallet index is assumed.
  • There are NO taggs.
  • Other than this, demo files are 100% identical to ofp's Pallet index including the use of run length compression.

Main Format

Overall structure of a pax file is

struct overall
{
 ushort   TypeOfPaX;        //OPTIONAL
 Tagg     Taggs[...];       //OPTIONAL
 Palette  Palette[...];
 MipMap   MipMaps[...];
 ushort   Always0;
};

TypeOfPaX (optional)

With the sole exception of OFP index palettes and demo, all paX files begin with a 2 byte 'type' signature. OFP index palettes have no type, they begin with tagg structures immediately. demo files have neither, and begin with the index pallet.

  • 0xFF01 DXT1  : All Engines except demo
  • 0xFF02 DXT2  : Oxygen 2 Only
  • 0xFF03 DXT3
  • 0xFF04 DXT4  : Oxygen 2 Only
  • 0xFF05 DXT5  : Arma1 & 2 Only
  • 0x4444 RGBA 4:4:4:4 : OFP and Arma2 only (not Arma1)
  • 0x1555 RGBA 5:5:5:1 : Arma1 & 2 Only
  • 0x8888 RGBA 8:8:8:8 : Oxygen 2 Only
  • 0x8080 GRAY w Alpha : All Engines except demo

'Index Pallets only occur in Operation Flashpoint and demo Later versions of TGAViewer still 'understand' them IF and only IF they have .pac extensions. Under this circumstance they are translated as ARGB8888 (and saved as such)


Note that information on DXT formats can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression

Taggs

Taggs do not exist for demo pax files.

Tagg 
{
 char   signature[4]; //always "GGAT"
 char   name[4];      //name of the tagg in reversed order (for example: "CGVA")
 ulong  dataLen;
 byte   data[dataLen];
}

Taggs are read until no "GGAT" signature is encountered. Palette structure follows.

General

Structurally, all TAGG's are optional and can occur multiple times. In practice:

  • At least one TAGG exists for ALL types, including index palettes.
  • Any TAGG if it occurs, only occurs, once.
  • TAGG order of presentation is
AVG  //Always First
MAX  //Always 2nd etc...
FLAG
SWIZ or PROC (not seen together)
OFFS //Always last
  • ALL TAGG's begin with an AVG with the sole exception of *some* GREY .paX's
  • MAX is almost follows an AVG
  • FLAG, PROC, and SWIZ are entirely optional. They may or may not occur.
  • PROC if present is only used in DXT1 types
  • OFP Palette Indexes ONLY have an AVG
  • OFFS is almost always present (if not, the engine builds it as required, when required, anyway)


AVGCTAGG

Average Colour

  • This tag contains average color of texture, probably used in rendering the 8:8 Grey & alpha textures.
  • Always present, and always first in list with the sole exception of *some* GRAY .paX's
{
  char  "GGATCGVA";
  ulong len; // 4 bytes
  ulong RGBA;//FF443D39
}

MAXCTAGG

  • Generally always present. Always follows immediately after an AVG
{
  char  "GGATCXAM";
  ulong len;   // 4 bytes
  ulong  data; // FFFFFFFFF no other value seen so far
}

Contains color of brightest pixel in texture?

FLAGTAGG

  • Optional, but will always occur immediately after a MAXC when present
{
  char  "GGATGALF";
  ulong len;   // 4 bytes
  ulong range; // 0 to 2
}

Marks if texture contains transparency. Value 1 means basic transparency, 2 means alpha channel is not interpolated. This flag should be always present in LOD textures with 1-bit alpha with value of 2 or there will be "ghost outlines" on LOD textures when viewed from distance. Note that this flag must be present in texture file when binarizing model, because Binarize stores information about how to render textures in actual P3D file.


SWIZTAGG

  • Optional
{
  char  "GGATZIWS";
  ulong len;   // 4 bytes
  ulong  data; // 0x05040203
}

Swizzle is apparently used to modify texture components processing like swizzle modifiers in pixel shaders. For example ArmA sky texture has green channel stored in alpha channel and inversed to take advantage from feature that in DXT5 64 bits are used for alpha channel in each block and 64 bits for RBG, giving double the accuracy to green channel as opposed to storing texture just normally.

Exact format of swizzle data is still unknown. swizzle data:

char channelSwizzleA;
char channelSwizzleR;
char channelSwizzleG;
char channelSwizzleB;

format of swizzle char:

bits 7-4 = 0;
bit 3 - "1" flag. All channel data must be set to 0xff;
bit 2 - "negate flag". Channel data must be negated. 
bit 1-0 - number of color channel:
00 - Alpha channel
01 - Red channel
10 - Green channel
11 - Blue channel

for example (*_nohq.paa textures)

swizzle data is:

0x05 - Alpha, Negated, stored in Red;
0x04 - Red, Negated, stored in Alpha;
0x02 - Green, Stored as is;
0x03 - Blue, Stored as is;

PROCTAGG

  • Only ever seen with some DXT1 types
{
  char  "GGATCORP";
  ulong len;   //  strlen(text)
  char  text   // NOT ASCIIz
}

this is a non asciiz string (not zero terminated)

example:


x = ((u+1)*0.5);
y = ((v+1)*0.5);

if (y<0.5) then
{
 sharpOut = 20;
 sharpIn = 60;
 
 offset = x-0.5;
 if (offset<0) then
 {
   edge = (1+offset)^sharpOut;
 }
 else
 {
   edge = (1-offset)^sharpIn;
 };
 res = edge*y*2;
}
else
{
 sharpOut = 20-40*(y-0.5);
 sharpIn = 60-125*(y-0.5);
 
 offset = x-0.5;
 if (offset<0) then
 {
   edge = (1+offset)^sharpOut;
 }
 else
 {
   edge = (1-offset)^sharpIn;
 };
 res = edge;
 sdCoef = y * 2 - 1;
 shoreDisappear = 1 - sdCoef^2;
 res = res * shoreDisappear;
};
a = 1;
r = res;
g = res;
b = res;

OFFSTAGG

  • Almost always present
{
  char  "GGATSFFO";
  ulong len;         // 16 * sizeof(ulong)
  ulong offsets[16];
}
Example:
= 6 entries. last 10 unused
256 x 128 Size=16384
128 x 64 Size=4096
64 x 32 Size=1024
32 x 16 Size=256
16 x 8 Size=64
8 x 4 Size=16

MipMap data is presented in 'blocks'. One or more 'blocks' exist in a pax file.

This tag declares where each of these blocks are in the file, relative to start of file.

The location of each block is already known, relative to the size of the previous block (if any). So, although almost always present in pax files, it is use, is redundant.

This tag always contains 16 ULONG offsets. Each one is a hard offset to actual mipmap data relative to start of file.

Not all entries are used (obviously) since most pax files contain less than 16 mipmaps. Unused offsets contain the value 0x00000000. There are no known examples of splattered offset entries. All offsets after the first 0 entry are 0 as well.

Palette

Palette
{
 ushort nPaletteTriplets;                // always 0 except for index palette type
 bytes  BGR_Palette[nPaletteTriplets][3]; // only exists if nPaletteTriplets > 0
}

palette triplets when they exist, consist of BGR values. Note the reversal from the expected order.


Mipmap

Mipmaps are in contiguous blocks that extend to end of file.

There is nothing strange about Mipmaps. Each mipmap is simply a rectangular texture (almost always square) and each one conforms to 2^n dimensions.

Each mipmap defines increasingly poorer resolution. The highest (first) mimpap is THE texture, each successively smaller one is one quarter the size. It progresses in smallness down to a minimum of 2 x any other 2^n or, any other 2^n x 2. For a square texture, this is simply a 2 x 2 matrix.


Mipmap
{
	ushort	width;		// width of this mipmap
	ushort	height;		// height of this mipmap
       if (INDEX PALLETE)
       {
         if (width==0x4D2 && height==0x223D) // special 1234 x 8765 signature
         {
	    ushort	width;		// actual width
	    ushort	height;		// actual height
           // use signed lzss compression for this block (introduced for for resistance pax files.
         }
     //  else use runlength Compression for this block //used by demo and cwc pax files
       }
       if (width && height)
       {
	 byte	size[3];	// size of texture data in file. this is 24-bit unsigned integer. 
	 byte	data[size];	// actual texture data compressed or otherwise
       }
};

The last mipmap is a dummy consisting of zero width and height with NO FURTHER DATA

The size triplet reflects the size of compressed data in the file not necessarily the actual size of the data.

Compression

ALL non DXT signatures are unconditionally compressed using signed LZSS. Index Pallets use this too, OR, runlength encoding.

There are two wrinkles to LZSS compression not encountered in other uses of the same algorithm (pbo, p3d, wrp eg).


  • The >1024 rule does not apply. ALL data is compressed. The end result is the smaller box sizes are most often larger on disk.
  • The checksum following the data (all data sizes are actually -4 their 'real' length) is SIGNED addititive. All other lzss checksums used elsewhere in bis are UNsigned additive.


example:

Type: RGBA 4:4:4:4 texture
AVGC: F5A9A9AB
256 x  128 Real Size 65536. Size in file  11770
128 x   64 Real Size 16384. Size in file   3521
 64 x   32 Real Size  4096. Size in file   1148
 32 x   16 Real Size  1024. Size in file    407
 16 x    8 Real Size   256. Size in file    169
  8 x    4 Real Size    64. Size in file     57
  4 x    2 Real Size    16. Size in file     22 <<<<<

the result of decompression of any type (lzo, lzss or runlength is encoded data. The encoding is, perhaps obviously,dependent on the paxType:


encoded sizes are a further means of compression.

  • width x height is the number of pixels to display. Since all output to a screen is ultimately expressed as RGBA 4 byte integers.
  • width x height x 4 is the size of the ultimate output IN BYTES.

Not so the encoded array.

  • INDEX width*height // each byte is an index to a color table
  • DXT1 width*height/2 // 1 nibble per pixel
  • DXT2 width*height //not used
  • DXT3 width*height //not used
  • DXT4 width*height //not used
  • DXT5 width*height // one byte per pixel
  • RGB4444 width*height*2 // 4 nibbles per color
  • RGB5551 width*height*2 // ditto
  • RGB565 width*height*2 // ditto (not used)
  • GREY width*height*2 // one byte alpha, one byte 'grey'
  • RGB8888 width*height*4 // straight rgba output (un-encoded)


Before ARMA2

DXT textures are stored "as is" in the file. Therefore the DXT data could be directly passed to the graphic hardware. For software decoding of DXT textures see DXTn compress/decompress

POST ARMA2

DXT formats are potentially compressed.

(All other formats remain the same with unconditional lzss compression)

Arma 2 introduces LZO compression for DXT. The criteria for DXT-LZO compression is having the top bit of the width paramater set.

Note that under this circumstance, the width bit must be masked before any size calculations

This bit is set when size on disk for dxt formats != expected size . (See above table). It is either a 'safety bit' for the unusual circumstance of size being same, or, simply a flag to indicate lzo compression.

Either way, there are (currently) no known instances of dxt compression where sizes are same, and quite obviously, all unequal sizes must, by defintion, be lzo compresssed.

Note also, that this is, truly, conditional compression. Only larger dimensions (256x256) eg are treated in this manner. Lesser value mipmaps in the same pax file, remain un altered.

Index Palette Compression

If the file doesn't start with a known PaX type the data array of the mipmaps contain the indices to the color palette (which appears just before mipmaps and only for palette type).

TWO (2) types of compression are in force determined by the special structure of index pallette mipmaps (see above)

  • Standard LZSS.

if the signature for width and height IS 1234 x 8765 then standard lzss compression is used, using, the next four bytes as width and height.

otherwise:

A very basic "compression", which even can make the data slightly bigger, is used. The data is split into blocks of the following structure:

struct block
{
 byte flag;
 byte data[...];
}

The flag can be of two different types. If the most significant bit of flag is zero, it tells you how much bytes to read. If flag is 0x05 for example you have to read 6 bytes (always one more then the value of flag). If the most significant bit of flag is one it tells you how often the next byte is repeated. If flag is 0x82 for example the value after the flag byte is repeated 3 times (always one more than (flagvalue - 0x80)).

Note that with this, special, compression, there is no checksum.

Index palette Mipmaps can have mixtures of both types.

Addenda

Decompression Code

see Compressed LZSS File Format

HexDump

The 0x4747 format mentioned in this picture indicates index palette format, because 0x4747 is the "GG" of "GGAT" signature.

Paacformat.gif

Alpha channel interpolation

These two images visualize difference between alpha channel interpolation (FLAGTAGG header tag value).

FLAGTAGG = 1, interpolated alpha channel (default behaviour)

paa alpha channel default.jpg

FLAGTAGG = 2, alpha channel interpolation disabled

paa alpha channel no interpolation.jpg

Bibliography

Feersum's original posting on BIS forums: Paa/pac texture format documentation (dead link)
MSDN documentation on DXT1 textures: DirectX: Opaque and 1-Bit Alpha Textures
Squish Compression DXTn compress/decompress