P3D File Format - ODOLV4x: Difference between revisions

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== Introduction ==
== Introduction ==
===Acknowledgements===
 
=== 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.


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


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see [[Generic FileFormat Data Types]]
see [[Generic FileFormat Data Types]]


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


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.
'''All''' file references are absolute to the Linux \ (root).


The PrefixRoot\ folder contains the prefix names of all pbos encountered (almost) ANYWHERE.
As a convenience A drive letter is used (such as P:\) for sanity when modelling. The engine knows nothing about C:\my documents or even P:


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.
The leading \ is optional.


Thus all filename references in a p3d, *unconditionally* contain a prefixname\someFile\SomeWhere.
\my_project\data\some.paa AND
my_project\data\some.paa


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.
point to the same file.


Note also that there is some inconsistency in filename paths. Most do not have a leading \. Some, require it. Both are indeed \hardwired
=== Versions ===


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)
===Versions===
This Document covers ODOL versions:
This Document covers ODOL versions:


====V40====
==== V40 ({{arma1}}) ====
 
* Original Arma1 binarised p3d
 
====V43====
 
• [[P3D Model Info|ModelInfo]] now has a 24 byte thermal profile appended, making it same as vbs2.
 
• An extra byte at end of Skeleton structure: 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
 
* 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====
 
As per V47 plus:


• [[P3D Model Info|ModelInfo]] has a 4 byte appendix
* Original {{arma1}} binarised p3d


----


== File Format ==
== File Format ==


ODOLv4x
<syntaxhighlight lang="cpp">
{
ODOLv4x
  StandardP3DHeader Header;
{
  ModelInfo        ModelInfo; // see [[P3D Model Info]]
StandardP3DHeader Header;
  Animations       Animations;
    struct ModelInfo;
  ulong             StartAdressOfLods[Header.NoOfLods];// offset relative to start of file.
Animations Animations;
  ulong             EndAdressOfLods [Header.NoOfLods];
ulong StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
  LODFaceDefaults   LODFaceDefaults [Header.NoOfLods];
ulong EndAddressOfLods [Header.NoOfLods];
  ODOLv40Lod       ODOLv40Lods[Header.NoOfLods];
LODFaceDefaults LODFaceDefaults;
  }//EndOfFile
ODOLv40Lod ODOLv40Lods[Header.NoOfLods];
} // EndOfFile
</syntaxhighlight>




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=== StandardP3DHeader ===
=== StandardP3DHeader ===


struct
Common header structure for all P3D file formats.
{
 
  char[4] Filetype; // "ODOL"
<syntaxhighlight lang="cpp">
  ulong   Version; // 40
struct
  ulong   NoOfLods; // alias NoOfResolutions;
{
}
char[4] Filetype; // "ODOL"
ulong Version;
ulong NoOfLods; // alias NoOfResolutions;
}
</syntaxhighlight>
 
[[P3D Model Info|ModelInfo]]


=== Animations ===


common header structure for all P3D file formats
<syntaxhighlight lang="cpp">
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
}
}
</syntaxhighlight>


===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
  {
  {
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   Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
   Bone2AnimClassList  Bone2AnimClassLists[NoOfBones];
  }
  }
====Bone2AnimClassList====
==== Bone2AnimClassList ====
  Bone2AnimClassList
  Bone2AnimClassList
  {
  {
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  }
  }


====Anims2Bones====
==== Anims2Bones ====
  Anims2Bones
  Anims2Bones
  {
  {
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  }
  }


====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
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   /*
   /*
   ** 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.
   */
   */
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  }
  }


===LODFaceDefaults===
=== LODFaceDefaults ===
 
   tbool            UseDefault[Header.NoOfLods];
   tbool            UseDefault[Header.NoOfLods];
   FaceData
   FaceData
   {
   {
   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];
   }[Number of false UseDefault's];
   }[Number of false UseDefault's];


A face data struct only exists for those lods who's UseDefault is zero
A face data struct only exists for those lods who's UseDefault is zero


===ODOLv40Lod===
=== ODOLv4xLod ===
   ODOLv40Lod
*Lod layout corresponds to Arma1 (type40). The differences in a2 are in the nitty gritty of the structures themselves. Arrowhead(v50) has some changes.
 
   ODOLv4xLod
   {
   {
     ulong                        nProxies;
     ulong                        nProxies;
     LodProxy                      LodProxies[nProxies];              // see [[P3D Lod Proxies]]
     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];
    LodPointFlags                LodPointFlags;                    // Potentially compressed
     float                        UnknownFloat1;
     float                        UnknownFloat1;
     float                        UnknownFloat2;
     float                        UnknownFloat2;
Line 260: Line 237:
     XYZTriplet                    MaxPos;
     XYZTriplet                    MaxPos;
     XYZTriplet                    AutoCenterPos;
     XYZTriplet                    AutoCenterPos;
     float                        UnknownFloat3;
     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"
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     LodNamedSelection            LodNamedSelections[nNamedSelections]; //See [[P3D Named Selections]] potentially compressed
     LodNamedSelection            LodNamedSelections[nNamedSelections]; //See [[P3D Named Selections]] potentially compressed
     ulong                        nTokens;
     ulong                        nTokens;
     NamedProperty                NamedProperties[nTokens];
     NamedProperty                NamedProperties[nTokens];         //See [[Named Properties]]
     ulong                        nFrames;
     ulong                        nFrames;
     LodFrame                      LodFrames[nFrames]; //see [[P3D Lod Frames]]
     LodFrame                      LodFrames[nFrames];               //see [[P3D Lod Frames]]
    if V47 or V48
    {
    byte                        UnknownA2Bytes[16];//purpose unknown
    }
     ulong                        IconColor;
     ulong                        IconColor;
     ulong                        SelectedColor;
     ulong                        SelectedColor;
     ulong                        Unknown;
     ulong                        special; // IsAlpha|IsTransparent|IsAnimated|OnSurface
     ulong                        UnknownArmaLong;
    byte                          vertexBoneRefIsSimple;
     byte                          UnknownArmaByte;
     ulong                        sizeOfVertexTable;                 //(including these 4 bytes)
     if (v5x)
    LodPointFlags                LodPointFlags;                     // Potentially compressed
    endif
     VertexTable                  VertexTable;
     VertexTable                  VertexTable;
   }
   }
====VertexTable====


==== VertexTable ====
all arrays are subject to compression
all arrays are subject to compression


  struct
  struct
  {
  {
     (A2)LodUV                    LodUV1;  
     UvSet                        DefaultUVset;
     ulong                        nUVs;                       // 1 or 2 (see note)
     ulong                        nUVs;
     if (nUVs==2)
     UvSet                        UVSets[nUVs-1];
    {
    if (V47 & V48)
      float                      A2Floats[4];
    (A2)LodUV                    LodUV2;
    }
     ulong                        NoOfPoints;
     ulong                        NoOfPoints;
     XYZTriplet                    LodPoints[NoOfPoints];
     XYZTriplet                    LodPoints[NoOfPoints];
     ulong                        nNormals;
     ulong                        nNormals;
     (A2)LodNormals                LodNormals[nNormals];  
     (A2)LodNormals                LodNormals[nNormals];
     ulong                        nMinMax;
     ulong                        nMinMax;
     (A2)LodMinMax                MinMax[nMinMax];           //optional
     (A2)LodMinMax                MinMax[nMinMax];                   //optional
     ulong                        nProperties;
     ulong                        nProperties;
     VertProperty                  VertProperties[nProperties];//optional related to skeleton
     VertProperty                  VertProperties[nProperties];       //optional related to skeleton
     ulong                        Count;
     ulong                        Count;
     UnknownVtxStruct              UnknownVtxStructs[Count];   //optional
     VertexNeighborInfo            neighborBoneRef[Count];         //optional
  }
}


*in error, V47 sometimes sets nUV's as 0 but means 1
* 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 [[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
* In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.


*All non zero counts counts are the same.
==== CompressedFill Arrays ====
*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
*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.
LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.
Line 337: Line 306:


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.
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====
==== LodUV ====
  CompressedFill type = UVPair // eg float U,V;
  CompressedFill type = UVPair // eg float U,V;
====A2LodUV====
==== A2LodUV ====
  CompressedFill type = float // eg float UV;
  CompressedFill type = float // eg float UV;
====LodNormals====
==== LodNormals ====
   CompressedFill type = XYZTriplet
   CompressedFill type = XYZTriplet
====A2LodNormals====
==== A2LodNormals ====
   CompressedFill type = float
   CompressedFill type = CompressedXYZTriplet
====LodPointFlags====
 
===== CompressedXYZTriplet =====
 
contains 3x 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
  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.
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.
In ODOl7 it was part of the vertex table. In ArmA, it is separate.


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


====LodMinMax====
==== LodMinMax ====
  CompressedArray
  CompressedArray
  {
  {
Line 361: Line 357:
  }
  }


====A2LodMinMax====
==== A2LodMinMax ====
  CompressedArray
  CompressedArray
  {
  {
Line 367: Line 363:
  }
  }


====VertProperty====
==== VertProperty ====
  CompressedArray
  CompressedArray
  {
  {
   ulong  index;// seen range 0..4
   ulong  index;// seen range 0..4
   ulong  V,V; // definate not floats. might be flags, or indices
   ulong  a,b; // definite not floats. might be flags, or indices
  }
  }
====UnknownVtxStruct====
 
==== VertexNeighborInfo ====
  CompressedArray
  CompressedArray
  {
  {
   ulong Unknown[2][2]; // seems to be arranges as flag,0, 0, 0,
   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.
  }
  }


==== LodMaterials ====
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)


====LodUsedBone====
This P3D style can, if preferred, be used in rvmat syntax as
class TexGenX
{
  .......
};


  LodUsedBone
  class StageZ
  {
  {
   ulong nIDs;        //range 0..3
   .........
   ulong BoneID[nIDs];
   Texgen=X;
  }
  };


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.
where X and Z are numbers




====LodMaterial====
====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
     D3DCOLORVALUE    Emissive;
     D3DCOLORVALUE    Emissive;
     D3DCOLORVALUE    Ambient;
     D3DCOLORVALUE    Ambient;
Line 402: Line 427:
     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          mainLight;     // 1 or zero
     ulong            AnIndex;       //0,1 or 2
     ulong            ul_FogMode;   /// 0..4
     asciiz           BiSurfaceName; // "ca\data\Penetration\plastic.bisurf"
     Asciiz           BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
     ulong            Always0x01;
     LongBool          Arma1Mostly1;   //rarely zero
     ulong            aCount;       //Generally 0
     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];
   }   
   }   


: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=====
=== 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 432: Line 467:
   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
  };
  };


: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


:TextureFilter maybe 1 of the following values.  
:TextureFilter maybe 1 of the following values.  
Line 443: Line 478:
:*3: Anisotropic (default)
:*3: Anisotropic (default)


=====LodStageTransform=====
===== LodStageTransform =====
   LodStageTransform
   LodStageTransform
   {
   {
Line 450: Line 485:
   };
   };


====LodFace====
:UVSource corresponds to the 8 possible uvsets available
 
see [[P3D Lod Faces]]
 
: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
:*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====
==== NamedProperty ====
   struct
   struct
   {
   {
Line 479: Line 501:
     Asciiz Value;
     Asciiz Value;
   }
   }
*See [[Named Properties]]


== Decompression ==
== Decompression ==
Line 487: Line 511:




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 format files, some of the data structures present in the file are compressed by using LZSS compression.
ODOL v47 and v48 use LZO 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.
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>
 
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.


{{Feature|informative|Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is &ge; 1024 bytes.}}




== Reference Tables ==
== Reference Tables ==


=== Material Stages ===
=== Material Stages ===
Line 512: Line 526:
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 535: Line 549:
|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 543: Line 557:
|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 555: Line 569:
|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 587: Line 601:
|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
|}
|}


----


== Enums ==
== Enums ==


<code><nowiki>
<code style="display: block"><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>
  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>
----


== Links ==
== Links ==


[[User:Sy|Article Author - Sy (Synide)]] -- [[User:Sy|Sy]] 17:16, 11 August 2007 (CEST)
[[User:Sy|Article Author - Sy (Synide)]] -- [[User:Sy|Sy]] 17:16, 11 August 2007 (CEST)


[[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:Real Virtuality File Formats]]
[[Category:ArmA: File Formats]]
{{GameCategory|arma1|File Formats}}

Latest revision as of 13:27, 8 May 2025

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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

All file references are absolute to the Linux \ (root).

As a convenience A drive letter is used (such as P:\) for sanity when modelling. The engine knows nothing about C:\my documents or even P:

The leading \ is optional.

\my_project\data\some.paa AND my_project\data\some.paa

point to the same file.

Versions

This Document covers ODOL versions:

V40 (Armed Assault)

  • Original Armed Assault binarised p3d


File Format

ODOLv4x
{
	StandardP3DHeader Header;
    struct ModelInfo;
	Animations		Animations;
	ulong			StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
	ulong			EndAddressOfLods  [Header.NoOfLods];
	LODFaceDefaults	LODFaceDefaults;
	ODOLv40Lod		ODOLv40Lods[Header.NoOfLods];
} // EndOfFile


Structures

StandardP3DHeader

Common header structure for all P3D file formats.

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

ModelInfo

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];
 }[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.
 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];
   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;
 }

VertexTable

all arrays are subject to compression

struct
{
   UvSet                         DefaultUVset;
   ulong                         nUVs;
   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 3x 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.
}

LodMaterials

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

 LodMaterial
 {
   asciiz            RvMatName;     // "ca\characters\data\soldier_captive_hhl.rvmat"
   ulong             Type;          // 9 == ArmA
   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          mainLight;     // 1 or zero
   ulong             ul_FogMode;    /// 0..4
   Asciiz            BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
   LongBool          Arma1Mostly1;    //rarely zero
   ulong             RenderFlags;     //Generally 0
   ulong             nTextures;
   ulong             nTransforms;     // always same as nTextures
   LodStageTexture   StageTextures  [nTextures];
   LodStageTransform StageTransforms[nTransforms];
 }  
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.

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
};
The first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures
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 format files, some of the data structures present in the file are compressed by using LZSS 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 is original format and size.

Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is ≥ 1024 bytes.


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)