Rtm Binarised File Format: Difference between revisions
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| ==Structure== | = UnBinarised Format = | ||
| For unbinarised see [[Rtm (Animation) File Format]] | |||
| = Binarised format = | |||
| Binarised rtm was introduced for the Arma2 engine.  | |||
| There are currently three versions. | |||
|  version 3: Arma2 family, some found in Arma3 files too | |||
|  version 4: Arma3 | |||
|  version 5: Arma3 (1024 byte compression rule changed to prefixed flag) | |||
| == Structure == | |||
|   RTMB |   RTMB | ||
|   { |   { | ||
| Line 13: | Line 27: | ||
|     ulong            NoOfBones;            // 128 eg |     ulong            NoOfBones;            // 128 eg | ||
|     Asciiz           BoneNames[NoOfBones]; // "weapon\0\rightarm\leftarm\etc..." |     Asciiz           BoneNames[NoOfBones]; // "weapon\0\rightarm\leftarm\etc..." | ||
|     if (Version >= 4) | |||
|    { | |||
|       ulong         Zero;            // probably count and structure | |||
|       ulong nFrameProperties; | |||
|       FrameProperty FrameProperties[nFrameProperties]; | |||
|    } | |||
|    FrameTimes       FrameTimes;           // CompressedFloats | |||
|     FramePosition    FramePositions[nFrames];// CompressedFrames | |||
|   } |   } | ||
| BoneNames are the traditional Bis catenated  | BoneNames are the traditional Bis catenated strings. One after the other separated by '\0'. Unlike most others encountered in Bis file architecture, there is no final terminating double null because the count is already known. | ||
| ==RTMBHeader== | == RTMBHeader == | ||
|   RTMBHeader |   RTMBHeader | ||
|   { |   { | ||
|    char[4]       Type;          //"BMTR"   |    char[4]       Type;          //"BMTR"   | ||
|    ulong         Version;       // = |    ulong         Version;       // 3==A2, 4,5==A3 | ||
|   } |   } | ||
| == | == FrameTimes (compressed) == | ||
|   FrameTimes | |||
|   { |   { | ||
|    ulong nFrameTimes;          // should always be same as nFrames |    ulong nFrameTimes;          // should always be same as nFrames | ||
| Line 33: | Line 53: | ||
|   } |   } | ||
| This is the traditional Bis potentially compressed structure, where, if, the total bytes stored >=1024, the array is compressed (in lzo format) | This is the traditional Bis potentially-compressed lzo structure, where, if, the total bytes stored >=1024, the array is compressed (in lzo format). All bones are 'held' in a position and orientation (specified by FramePosition) for the duration of that frametime period. | ||
| Version 5 files use the same new compression rule as Version 64 ODOL .P3D files; each compressed array is prefixed by: | |||
|   ulong elementCount; | |||
|   byte compressed; // 0 for not compressed, 2 for compressed | |||
| == | == FramePosition  (compressed) == | ||
|   FramePosition | |||
|   { |   { | ||
|    ulong   ThisFrameNoOfBones;               // Should always be same as nBones |    ulong   ThisFrameNoOfBones;               // Should always be same as nBones | ||
|    Transform  Transforms[ThisFrameNoOfBones]; | |||
|   } |   }FramePositions[nFrames]; | ||
| Each bone is held in this position and orientation for this frametime. ThisFrameNoOfBones is irrelevant to the engine and always must be the nBones value. It is present however because of efficiencies in using the standard bis lzo compression methods which rely on this 'count'. | |||
| Version 5 FramePosition's are optionally compressed with the same compression flag as FrameTimes. | |||
| === Transform === | |||
| following information supplied by 'Voyager' to whom all honor and glory | |||
|  transform | |||
|  { | |||
|    short  Qnion[4]; //compressed xyzw Rotation | |||
|    short  XYZ[3];// Compressed triplet | |||
|  }; | |||
|   Quarternion(qX=Qnion[0]/16384,qY=Qnion[1]/16384,qZ=Qnion[2]/16384,qW=Qnion[3]/16384); | |||
|  Triplet(X=Convert(XYZ[0],Y=Convert(XYZ[1],Z=Convert(XYZ[2]); | |||
|  double Convert(ushort value) | |||
|  { | |||
|   double sign = ((value & 0x8000) != 0) ? -1 : 1; | |||
|   // S eeeee xxxxxxxxxx | |||
|   ushort exponent = (value & 0x7FFF) >> 10;//5bits | |||
|   double significand = (double)(value & 0x03FF) / (1 << 10); | |||
|   if (exponent == 0) { | |||
|     return (sign / 0x4000) * (0.0 + significand ); | |||
|   } | |||
|   return sign * Pow(2, exponent - 15) * (1 + significand ); } | |||
|  } | |||
| === Frame Properties === | |||
|  FrameProperty// eg "var"="thing"; | |||
|  { | |||
|     ulong default; // generally 0 sometimes -1 | |||
|     asciiz name; // "StepSound" in all current A3 files. | |||
|     float frame_time; | |||
|     asciiz value; // "" in all current A3 files. | |||
|  }; | |||
| {{GameCategory|ofp|Modelling}} | |||
| [[Category:Real Virtuality File Formats]] | |||
| [[Category: | |||
Latest revision as of 12:27, 8 May 2025
UnBinarised Format
For unbinarised see Rtm (Animation) File Format
Binarised format
Binarised rtm was introduced for the Arma2 engine.
There are currently three versions.
version 3: Arma2 family, some found in Arma3 files too version 4: Arma3 version 5: Arma3 (1024 byte compression rule changed to prefixed flag)
Structure
RTMB
{
  RTMBHeader       Header;
  byte             Always1;              // ??
  XYZTriplet       Displacement;
  ulong            nFrames;              // 55 eg
  ulong            Generally0;           // ??
  ulong            nBones;               // same value as NoOfBones
  ulong            NoOfBones;            // 128 eg
  Asciiz           BoneNames[NoOfBones]; // "weapon\0\rightarm\leftarm\etc..."
  if (Version >= 4)
  {
     ulong         Zero;            // probably count and structure
     ulong nFrameProperties;
     FrameProperty FrameProperties[nFrameProperties];
  }
  FrameTimes       FrameTimes;           // CompressedFloats
  FramePosition    FramePositions[nFrames];// CompressedFrames
}
BoneNames are the traditional Bis catenated strings. One after the other separated by '\0'. Unlike most others encountered in Bis file architecture, there is no final terminating double null because the count is already known.
RTMBHeader
RTMBHeader
{
 char[4]       Type;          //"BMTR" 
 ulong         Version;       // 3==A2, 4,5==A3
}
FrameTimes (compressed)
FrameTimes
{
 ulong nFrameTimes;          // should always be same as nFrames
 float Array[nFrameTimes];
}
This is the traditional Bis potentially-compressed lzo structure, where, if, the total bytes stored >=1024, the array is compressed (in lzo format). All bones are 'held' in a position and orientation (specified by FramePosition) for the duration of that frametime period.
Version 5 files use the same new compression rule as Version 64 ODOL .P3D files; each compressed array is prefixed by:
ulong elementCount; byte compressed; // 0 for not compressed, 2 for compressed
FramePosition (compressed)
FramePosition
{
 ulong   ThisFrameNoOfBones;               // Should always be same as nBones
 Transform  Transforms[ThisFrameNoOfBones];
}FramePositions[nFrames];
Each bone is held in this position and orientation for this frametime. ThisFrameNoOfBones is irrelevant to the engine and always must be the nBones value. It is present however because of efficiencies in using the standard bis lzo compression methods which rely on this 'count'.
Version 5 FramePosition's are optionally compressed with the same compression flag as FrameTimes.
Transform
following information supplied by 'Voyager' to whom all honor and glory
transform
{
  short  Qnion[4]; //compressed xyzw Rotation
  short  XYZ[3];// Compressed triplet
};
Quarternion(qX=Qnion[0]/16384,qY=Qnion[1]/16384,qZ=Qnion[2]/16384,qW=Qnion[3]/16384); Triplet(X=Convert(XYZ[0],Y=Convert(XYZ[1],Z=Convert(XYZ[2]);
double Convert(ushort value)
{
 double sign = ((value & 0x8000) != 0) ? -1 : 1;
 // S eeeee xxxxxxxxxx
 ushort exponent = (value & 0x7FFF) >> 10;//5bits
 double significand = (double)(value & 0x03FF) / (1 << 10);
 if (exponent == 0) {
   return (sign / 0x4000) * (0.0 + significand );
 }
 return sign * Pow(2, exponent - 15) * (1 + significand ); }
}
Frame Properties
FrameProperty// eg "var"="thing";
{
   ulong default; // generally 0 sometimes -1
   asciiz name; // "StepSound" in all current A3 files.
   float frame_time;
   asciiz value; // "" in all current A3 files.
};
 
	