P3D File Format - ODOLV40 Obsolete: Difference between revisions
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==== links ==== | ==== links ==== | ||
1st ARMA MLOD {{ | 1st ARMA MLOD {{Link|link= http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=33da82892e475977188fcee7f913b54f;act=ST;f=76;t=64271|text= M16A4 on BIForum}} | ||
OFP [[ODOL|ODOLv7]] | OFP [[ODOL|ODOLv7]] | ||
More about LZ compresion [[ODOL|ODOLv7]] | More about LZ compresion [[ODOL|ODOLv7]] | ||
[[Category: | [[Category:Real Virtuality File Formats]] | ||
{{GameCategory|arma1| File Formats}} | {{GameCategory|arma1|File Formats}} | ||
Latest revision as of 13:27, 8 May 2025
The following information has been provided by BxBx and included by Mikero
Legend
//Legend //byte = 1 char = 8 bits //int = 4 byte = 32 bits; signed integer //ulong = unsigned long, 4 bytes //ushort = unsigned short 2 bytes //asciiz = variable length zero terminated string. //float = 4 bytes (single precision) //bool8 = 1 byte = 8 bits; boolean; 0 or 1
basics
Blocks in Odol V40 are quite similar to Odol v7 but placed in reverse order. Resolution table, LOD tables last to first The same LZ compression is used for LODs as ODOL v7 known data: Beginning of file (Header signature)
HeaderTop
struct OdolV40
{
char signature[4] //ODOL
long Version //0x28, 40 dec
long lod_count
other
float resolutions[lod_count]
{
long u1;
float u2,u3,u4
} // unknown data, same data follows on end of ODOL v7
byte u5[139]; // unknown data , still same length as v7
Asciiz skeleton_name // Note: A Skeleton may not exist
if (*skeleton_name)
{
bool u6 // 8bit boolean // value 1 or 0
int bone_count
struct bones[bone_count]
{
Asciiz bone1,bone2;
}
}
char u7[0x26] // unknown data
Asciiz modelclass, modelparent // I think purpose this data found values 'houseno'
//housebuilding',....
char u8[5] // unknown data
bool8 exist_anims
if (exist_anims)
{
int anims_count
struct anims[anims_count]
{
int type // 0,4,9 // rotation,move,.., i dont check it yet
Asciiz name,parent
float tr[6] // transformations values
if (type!=9) int u9
}
}
unknowdata[unknowlength] // handle seek
struct lod[lod_count]
{
int vertices count
bool8 ub1
if (ub1) char uch[11] // unknow data
char uch[0x29] // unknow data
int textures_count
Asciiz texture[textures_count]
int materials_count
struct materials[materials_count]
{
Asciiz name
char uch[0x85] // unknowdata // some float values
int textures_count
struct textures_in_material[textres_count]
{
int u10 // value 3 still
Asciiz t_name
int u11 // self increment value // 0,1,2,3,4,...
}
char uch[0x34*textres_count] // some struct with same length
//as textures_in_material
// I dont work with material now, I skip it.
}
if ( textures_count>0 ) char uch[7];
bool8 ub // unknown value
int faces_count
char u12[6]
struct faces[6]
{
char dot_count
unsigned short dot_vertice_index[dot_count]
}
unknowdata[ubknowlength]
int components_count
struct components[components_count]
{
char *name;
int selected_faces_count
ushort selected_faces[selected_faces_count] // if selected_faces_count > 0x100
// then compresed by LZ
int u14;
ushort u15[u14]
bool8 ub
if (ub) int u16
char uch[3]
bool8 ub2
int selected_vertices_count
ushort selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100
// then compresed by LZ
int u17
char uch[u17];
}
int named_properties_count
struct named_properties[named_properties_count]
{
char * name,*value
}
unknowdata[mostly 0x15 , but not every time]
int vertices_count // again same value
bool8 ub
if (ub)
{
struct UV[vertices_count] {float u,v} if count > 127 then LZ
}
else char uch[8]
int u[18]
int vertices_count
struct vertices_pos[verices_count]{float x,y,z}
normals and the other data follow ,but this is in progress
}
I cannot find face.texture_index information, in M16A4 are only 2 textures and I texture it handly by original UVsets.
links
1st ARMA MLOD M16A4 on BIForum (dead link) OFP ODOLv7 More about LZ compresion ODOLv7