Synide – User talk
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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's original format and size. | ||
The code that follows is written in | <b>''Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is greater than 1024 bytes.''</b> | ||
<b>''The code that follows is written in C# and may or may not be optimal or correct.''</b> | |||
As an example if one was expanding the array of vertices positions... | As an example if one was expanding the array of vertices positions... | ||
* A | * 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. | * 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. | This 'expectedSize' is the only necessary information one would need to pass to a processing sub-routine or function. | ||
Revision as of 12:48, 11 August 2007
The following is temporary...
This is my init.sqf file I use in all my missions. It correctly identifies in what context the init.sqf file is being run.
/*
Synide
11/6/2007
v1.0
Things to note...
If you are there at mission launch from that point on your 'Context'
will always be 'MP_CLIENT' and will stay as such even when you respawn.
If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission
and select a new playable character or the same playable character you will
become a 'JIP_CLIENT'.
If you join an inprogress mission you will be a 'JIP_CLIENT' from that
point till the mission ends.
*/
//init.sqf
debug=false;
if (isServer) then
{
if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";};
}else{
if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";};
};
call compile preprocessFileLineNumbers "scripts\common\init.sqf";
call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context];
processInitCommands;
finishMissionInit;
Things to note about the above for MP only.
- If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn.
- If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
- If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
LOD Stuff
A typical 'character' model has approx. 16 LOD's.
10000 is the 'Stencil Shadow' LOD.
- What is LOD 10010?
What is the 11000 LOD, seems to have approx. 1/3 of the Poly's of a 'Stencil Shadow' LOD.
What is LOD 11010?
Model Stuff
- OFP2_ManSkeleton (has 75 Bones)
- neck
- neck1
- head
- lbrow
- mbrow
- rbrow
- lmouth
- mmouth
- rmouth
- eyelids (10)
- llip
- head
- neck1
- weapon
- launcher
- camera
- spine
- spine1
- spine2
- spine3
- pelvis
- leftshoulder (20)
- leftarm
- leftarmroll
- leftforearm
- leftforearmroll
- lefthand
- lefthandring
- lefthandring1
- lefthandring2
- lefthandring3
- lefthandpinky1 (30)
- lefthandpinky2
- lefthandpinky3
- lefthandmiddle1
- lefthandmiddle2
- lefthandmiddle3
- lefthandindex1
- lefthandindex2
- lefthandindex3
- lefthandthumb1
- lefthandthumb2 (40)
- lefthandthumb3
- rightshoulder
- rightarm
- rightarmroll
- rightforearm
- rightforearmroll
- righthand
- righthandring
- righthandring1
- righthandring2 (50)
- righthandring3
- righthandpinky1
- righthandpinky2
- righthandpinky3
- righthandmiddle1
- righthandmiddle2
- righthandmiddle3
- righthandindex1
- righthandindex2
- righthandindex3 (60)
- righthandthumb1
- righthandthumb2
- righthandthumb3
- leftupleg
- leftuplegroll
- leftleg
- leftlegroll
- leftfoot
- lefttoebase
- rightupleg (70)
- rightuplegroll
- rightleg
- rightlegroll
- rightfoot
- righttoebase (75)
- neck
M1_Abrams.p3d
- Has 19 LOD's.
- 1,2,3.5,7,10,15,20,1000,1200,10000,10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry),11000 and 11010.
- The first LOD in the file (which ever LOD that might be...) has 6302 Poly's.
- This first LOD has 20 Components
- otochlaven (has 735 selected faces)
- otocvez (has 1634 selected faces)
- zasleh (has 1 selected face)
- otocvelitele (has 651 selected faces)
- poklop_commander (has 432 selected faces)
- poklop_gunner (has 170 selected faces)
- proxy:\ca\temp\proxies\abrams\gunner.01
- proxy:\ca\wheeled\flag_alone.01
- proxy:\ca\temp\proxies\abrams\commander.01
- otochlavenvelitele (has 2668 selected faces)
- feedtray_cover (has 85 selected faces)
- bolt (has 6 selected faces)
- charging_handle (has 50 selected faces)
- \ca\weapons\m2_static.01 (has 1158 selected faces)
- zasleh_1 (has 1 selected face)
- telo (has 6297 selected faces)
- damagehide (has 792 selected faces)
- damagevez (has 317 selected faces)
- proxy:\ca\weapons\zasleh2_proxy.001 (has 1 selected face)
- proxy:\ca\weapons\zasleh2_proxy.002 (has 1 selected face)
- Has 1 property. (lodnoshadow=1)
M1A1Skeleton (has 81 Bones)
- koll1
- koll2
- koll3
- koll4
- koll5
- koll6
- koll7
- koll8
- kolp1
- kolp2 (10)
- kolp3
- kolp4
- kolp5
- kolp6
- kolp7
- kolp8
- podkolol1
- kolol1
- podkolol1_hide
- podkolol2 (20)
- kolol2
- podkolol2_hide
- podkolol3
- kolol3
- podkolol3_hide
- podkolol4
- kolol4
- podkolol4_hide
- podkolol5
- kolol5 (30)
- podkolol5_hide
- podkolol6
- kolol6
- podkolol6_hide
- podkolol7
- kolol7
- podkolol7_hide
- podkolol8
- kolol8
- podkolol8_hide (40)
- podkolop1
- kolop1
- podkolop1_hide
- podkolop2
- kolop2
- podkolop2_hide
- podkolop3
- kolop3
- podkolop3_hide
- podkolop4 (50)
- kolop4
- podkolop4_hide
- podkolop5
- kolop5
- podkolop5_hide
- podkolop6
- kolop6
- podkolop6_hide
- podkolop7
- kolop7 (60)
- podkolop7_hide
- podkolop8
- kolop8
- podkolop8_hide
- ukaz_rychlo
- ukaz_rychlo2
- ukaz_rpm
- ukaz_radar
- hodinova
- minutova (70)
- kompas
- ukazsmer
- damagehide
- otocvez
- otochlaven
- otocvelitele
- otochlavenvelitele
- poklop_commander
- poklop_gunner
- damagevez (80)
- poklop_driver
Animation Selections (61 in total)
No. | AnimSelection | AnimSource |
---|---|---|
[0] | damageHide | damage |
[1] | HatchDriver | hatchDriver |
[2] | Wheel_kolL1 | wheelL |
[3] | Wheel_koloL1 | wheelL |
[4] | Wheel_podkoloL1 | damper |
[5] | Wheel_kolP1 | wheelR |
[6] | Wheel_koloP1 | wheelR |
[7] | Wheel_podkoloP1 | damper |
[8] | Wheel_kolL2 | wheelL |
[9] | Wheel_kolP2 | wheelR |
[10] | Wheel_koloL2 | wheelL |
[11] | Wheel_koloL3 | wheelL |
[12] | Wheel_koloL4 | wheelL |
[13] | Wheel_koloL5 | wheelL |
[14] | Wheel_koloL6 | wheelL |
[15] | Wheel_koloL7 | wheelL |
[16] | Wheel_koloP2 | wheelR |
[17] | Wheel_koloP3 | wheelR |
[18] | Wheel_koloP4 | wheelR |
[19] | Wheel_koloP5 | wheelR |
[20] | Wheel_koloP6 | wheelR |
[21] | Wheel_koloP7 | wheelR |
[22] | Wheel_podkoloL2 | damper |
[23] | Wheel_podkoloL3 | damper |
[24] | Wheel_podkoloL4 | damper |
[25] | Wheel_podkoloL5 | damper |
[26] | Wheel_podkoloL6 | damper |
[27] | Wheel_podkoloL7 | damper |
[28] | Wheel_podkoloL8 | damper |
[29] | Wheel_podkoloP2 | damper |
[30] | Wheel_podkoloP3 | damper |
[31] | Wheel_podkoloP4 | damper |
[32] | Wheel_podkoloP5 | damper |
[33] | Wheel_podkoloP6 | damper |
[34] | Wheel_podkoloP7 | damper |
[35] | Wheel_podkoloP8 | damper |
[36] | podkoloL1_hide_damage | damage |
[37] | podkoloL2_hide_damage | damage |
[38] | podkoloL3_hide_damage | damage |
[39] | podkoloL4_hide_damage | damage |
[40] | podkoloL5_hide_damage | damage |
[41] | podkoloL6_hide_damage | damage |
[42] | podkoloL7_hide_damage | damage |
[43] | podkoloL8_hide_damage | damage |
[44] | podkoloP1_hide_damage | damage |
[45] | podkoloP2_hide_damage | damage |
[46] | podkoloP3_hide_damage | damage |
[47] | podkoloP4_hide_damage | damage |
[48] | podkoloP5_hide_damage | damage |
[49] | podkoloP6_hide_damage | damage |
[50] | podkoloP7_hide_damage | damage |
[51] | podkoloP8_hide_damage | damage |
[52] | damageVez | damage |
[53] | MainTurret | mainTurret |
[54] | MainGun | mainGun |
[55] | ObsTurret | obsTurret |
[56] | ObsGun | obsGun |
[57] | HatchCommander | hatchCommander |
[58] | OtocVelitele_damage | damage |
[59] | poklop_commander_damage | damage |
[60] | poklop_driver_damage | damage |
UH_60MG.p3d
Basically a good Air Model should have about 8 LOD's + the necessary LOD's.
- Has 24 LOD's.
- 1,2,3,4,5,6,7,8, 1000, 1100, 1200, 10000, 10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry), 8.0e15 (View Cargo-Geometry), 1.3e16 (View Pilot-Geometry), 1.5e16 (View Gunner-Geometry), 11000 and 11010.
- Has approx. 14768 Poly's in most detailed LOD.
UH60MGSkeleton (has 34 Bones)
- velka vrtule
- mala vrtule
- otocvez
- otochlaven
- gatling_1
- otochlaven
- alt
- alt2
- nm_alt
- nm_alt2
- mph (10)
- mph2
- vert_speed
- vert_speed2
- rpm
- rpm2
- horizont_dive
- horizont
- horizont2_dive
- horizont2
- kompas (20)
- kompas2
- hodinova
- hodinova2
- minutova
- minutova2
- damagehide
- rotorshaft
- dampers
- damper_rear
- elevator (30)
- horizont_dive2
- otocvez_1
- otochlaven_1
- gatling_2 (34)
- otochlaven_1
ODOL v40 File Format
Introduction
The general file format of a ArmA ODOL v40 p3d model file is similar to the ODOL v7 format. The major differences are that in ArmA models there is now included (but not always) a model.cfg and the resolutions are ordered in the file in reverse numerical order.
The order of resolutions denoted in the header portion of the file is not necessarily the numerical order of the resolutions. (often the 11,000 resolution is the last in the header array) The header resolutions need to be sorted in descending order. The resultant sorted array of resolutions is the order in which they appear in the file.
Legend
Type | Description |
---|---|
byte | 8 bit (1 byte) |
ushort | 16 bit unsigned short (2 bytes) |
int | 32 bit signed integer (4 bytes) |
float | 32 bit signed single precision floating point value (4 bytes) |
asciiz | Null terminated (0x00) variable length ascii string |
Enums
int enum PixelShaderId
{
Normal = 0x00,
NormalMap = 0x02,
NormalMapMacroASSpecularMap = 0x14,
NormalMapSpecularDIMap = 0x16,
NormalMapMacroASSpecularDIMap = 0x18,
AlphaShadow = 0x0C,
AlphaNoShadow = 0x0D,
Glass = 0x38,
Detail = 0x06,
NormalMapSpecularMap = 0x12
}
int enum VertexShaderId
{
Basic = 0x00,
NormalMap = 0x01,
NormalMapAS = 0x0F
}
Structures
struct structP3DHeader
{
asciiz Filetype; //eg. ODOL
int Version; //eg. 0x2800 0000 = 40
int NoOfResolutions;
float[NoOfResolutions] HeaderResolutions;
}
structBone
{
asciiz Bone;
asciiz Parent;
}
structSkeleton
{
asciiz SkeletonName;
bool isInherited;
int NoOfBones;
structBone[NoOfBones] Bones;
}
structAnimation
{
int AnimTransformType;
asciiz AnimSelection;
asciiz AnimSource;
if (AnimTransformType == 9)
{
float[6] Transforms;
}
else
{
float[7] Transforms;
}
}
structProxy
{
asciiz ProxyName;
float[12] ModelProxyUnknown1;
int[4] ModelProxyUnknown2;
}
File Format
The following is a mix of pseudo-code and structure references that could be used to discribe the file format of ODOL v40. It may or may not be accurate but has do date been used to read ODOL v40 is some cases without manual intervention. In most cases though, manual intervention is required to complete navigation throughout the given p3d file.
ODOLv40
{
structP3DHeader Header;
byte[155] Unknown;
structSkeleton Skeleton;
byte unknown1;
if(unknown1 == 0x00) {byte unknown2};
byte[32] unknown3;
int unknown4;
byte unknown5;
asciiz unknown6;
byte[6] unknown7;
bool AnimsExist;
if (AnimsExist)
{
int NoOfAnimSelections;
structAnimation[NoOfAnimSelections] Animations;
//Basically... for each bone there is a list of Animations and this array structure
// is stored on a per resolution basis.
int NoOfResolutions;
for(int i=0; i<NoOfResolutions; i++)
{
int NoOfBones;
for(int ii=0; ii<NoOfResolutions; ii++)
{
int NoOfAnims;
if (NoOfAnims > 0)
{
for(int iii=0; iii<NoOfAnims; iii++)
{
int Animation;
}
}
}
}
//Unknown Anim info...
//Basically... for each Animation if the TransformType !=9 then there
// is a 6 x float positional info.
for(int i=0; i<NoOfResolutions; i++)
{
int Anim;
if (Anim != -1)
{
if (Animations[Anim].TransformType != 9)
{
float[6] UnknownAnimInfo;
}
}
}
}//AnimExist
byte[Header.NoOfResolutions * 8] Unknown8;
bool[Header.NoOfResolutions] ResolutionFaceIndicator;
//Basically...For each Resolution if the LODFaceIndicator is true
//there is a int FaceCount + 13 bytes
for (int i = 0; i < Header.NoOfResolutions; i++)
{
if (LODFaceIndicator[i])
{
int HeaderFaceCount;
byte[13] Unknown9;
}
}
int NoOfModelProxies;
if (NoOfModelProxies != 0)
{
structProxy[NoOfModelProxies] ModelProxies;
}
structResolution[Header.NoOfResolutions]; //Note:- Remember, the order in which lod's
// occur is descending numerical order.
// eg. Resolution 1.0 will be the last in
// the file.
//EndOfFile
}
Decompression
In ODOL v40 format files some of the datastructures present in the file are compressed by using a form of LZ 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's original format and size.
Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is greater than 1024 bytes.
The code that follows is written in C# and may or may not be optimal or correct.
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.
public bool Expand(int ExpectedSize)
{
byte PacketFlagsByte; //packet flags
byte WIPByte;
BitVector32 BV;
msLZ = new MemoryStream(ExpectedSize);
BinaryWriter bwLZ = new BinaryWriter(msLZ);
byte[] Buffer = new byte[ExpectedSize + 15];
bool[] BitFlags = new bool[8];
int i = 0, PointerRef = 0, ndx = 0, CalculatedCRC = 0, ReadCRC = 0, rPos, rLen, CurrentPointerRef = 0, Count = 0;
int Bit0 = BitVector32.CreateMask();
int Bit1 = BitVector32.CreateMask(Bit0);
int Bit2 = BitVector32.CreateMask(Bit1);
int Bit3 = BitVector32.CreateMask(Bit2);
int Bit4 = BitVector32.CreateMask(Bit3);
int Bit5 = BitVector32.CreateMask(Bit4);
int Bit6 = BitVector32.CreateMask(Bit5);
int Bit7 = BitVector32.CreateMask(Bit6);
PacketFlagsByte = br.ReadByte();
do
{
BV = new BitVector32(PacketFlagsByte);
BitFlags[0] = BV[Bit0];
BitFlags[1] = BV[Bit1];
BitFlags[2] = BV[Bit2];
BitFlags[3] = BV[Bit3];
BitFlags[4] = BV[Bit4];
BitFlags[5] = BV[Bit5];
BitFlags[6] = BV[Bit6];
BitFlags[7] = BV[Bit7];
i = 0;
do
{
if ((int)bwLZ.BaseStream.Position >= ExpectedSize) { break; }
if (BitFlags[i++]) //Direct Output
{
WIPByte = br.ReadByte();
bwLZ.Write(WIPByte);
Buffer[PointerRef++] = WIPByte;
CalculatedCRC += WIPByte;
}
else //Get from previous 4k
{
rPos = (int)(br.ReadByte());
rLen = (int)(br.ReadByte());
rPos |= (rLen & 0xF0) << 4;
rLen = (rLen & 0x0F) + 2;
CurrentPointerRef = PointerRef;
if ((CurrentPointerRef - (rPos + rLen)) > 0)
{
//Case of wholly within the buffer, partially within the end of the buffer or wholly outside the end of the buffer
for (Count = 0; Count <= rLen; Count++)
{
ndx = (CurrentPointerRef - rPos) + Count;
if (ndx < 0)
{
//Beyond the start of the buffer
WIPByte = 0x20;
}
else
{
//Within the buffer
WIPByte = Buffer[ndx];
}
//}
bwLZ.Write(WIPByte);
Buffer[PointerRef++] = WIPByte;
CalculatedCRC += WIPByte;
}
}
else
{
//Case of wholly or partially beyond the start of the buffer.
for (Count = 0; Count <= rLen; Count++)
{
ndx = (CurrentPointerRef - rPos) + Count;
if (ndx < 0)
{
//Beyond the start of the buffer
WIPByte = 0x20;
}
else
{
//Within the buffer
WIPByte = Buffer[ndx];
}
bwLZ.Write(WIPByte);
Buffer[PointerRef++] = WIPByte;
CalculatedCRC += WIPByte;
}
}
}
}
while ((i < 8) & (bwLZ.BaseStream.Position < ExpectedSize));
if (bwLZ.BaseStream.Position < ExpectedSize) { PacketFlagsByte = br.ReadByte(); }
}
while (bwLZ.BaseStream.Position < ExpectedSize);
ReadCRC = br.ReadInt32();
if (ReadCRC == CalculatedCRC) { return true; } else { return false; }
}
Reference Tables
Note: These are not part of the p3d model file but are reference tables used for processing.
Resolutions
refResolutions
{
float Resolution;
string ResolutionName;
}
Value | Value | Description |
---|---|---|
1.0e3 | 1,000 | View Gunner |
1.1e3 | 1,100 | View Pilot |
1.2e3 | 1,200 | View Cargo |
1.0e4 | 10,000 | Stencil Shadow |
1.001e4 | 10,010 | Stencil Shadow 2 |
1.1e4 | 11000 | Shadow Volume |
1.101e4 | 11010 | Shadow Volume 2 |
1.0e13 | 10,000,000,000,000 | Geometry |
1.0e15 | 1,000,000,000,000,000 | Memory |
2.0e15 | 2,000,000,000,000,000 | Land Contact |
3.0e15 | 3,000,000,000,000,000 | Roadway |
4.0e15 | 4,000,000,000,000,000 | Paths |
5.0e15 | 5,000,000,000,000,000 | HitPoints |
6.0e15 | 6,000,000,000,000,000 | View Geometry |
7.0e15 | 7,000,000,000,000,000 | Fire Geometry |
8.0e15 | 8,000,000,000,000,000 | View Cargo Geometry |
9.0e15 | 9,000,000,000,000,000 | View Cargo Fire Geometry |
1.0e16 | 10,000,000,000,000,000 | View Commander |
1.1e16 | 11,000,000,000,000,000 | View Commander Geometry |
1.2e16 | 12,000,000,000,000,000 | View Commander Fire Geometry |
1.3e16 | 13,000,000,000,000,000 | View Pilot Geometry |
1.4e16 | 14,000,000,000,000,000 | View Pilot Fire Geometry |
1.5e16 | 15,000,000,000,000,000 | View Gunner Geometry |
1.6e16 | 16,000,000,000,000,000 | View Gunner Fire Geometry |
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;
};
PixelShaderId enum | NoOfStages |
---|---|
PixelShaderId.Normal | 0 |
PixelShaderId.NormalMapSpecularDIMap | 2 |
PixelShaderId.AlphaNoShadow | 0 |
PixelShaderId.AlphaShadow | 0 |
PixelShaderId.NormalMapMacroASSpecularDIMap | 4 |
PixelShaderId.Glass | 2 |
PixelShaderId.Detail | 1 |
PixelShaderId.NormalMap | 3 |
PixelShaderId.NormalMapMacroASSpecularMap | 4 |
PixelShaderId.NormalMapSpecularMap | 2 |