3D model format: Difference between revisions
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Stores 3D models, more investigation needed. | |||
Thanks to Martin for initial format reversing. | Thanks to Martin for initial format reversing. | ||
* Magic - <code>PMD V1.83</code> | * Magic - <code>PMD V1.83</code> | ||
** some files use version 1.82 instead, but they aren't used by the game, the engine won't recognise anything other than 1.83 | ** some files use version 1.82 instead, but they aren't used by the game, the engine in PC version won't recognise anything other than 1.83 | ||
** There is one unused mention of | ** There is one unused mention of <code>PMD V1.71</code> in the game binary | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 16: | Line 15: | ||
|0x0 | |0x0 | ||
|0x18? | |0x18? | ||
|Magic - | |Magic - <code>PMD V1.83</code> | ||
|- | |- | ||
|0x18 | |0x18 | ||
| Line 45: | Line 44: | ||
All blocks (or at least 0-11) are 32-bytes aligned, 12 is aligned so that the next block is 32-bit aligned | All blocks (or at least 0-11) are 32-bytes aligned, 12 is aligned so that the next block is 32-bit aligned | ||
{| class="wikitable" | {| class="wikitable" | ||
! | !ID | ||
!offset | !offset | ||
!Description | !Description | ||
| Line 55: | Line 54: | ||
|1 | |1 | ||
|0x24 | |0x24 | ||
| | |polygons data? | ||
|- | |- | ||
|2 | |2 | ||
|0x28 | |0x28 | ||
| | |UV texture data? | ||
|- | |- | ||
|3 | |3 | ||
|0x2c | |0x2c | ||
| | |vertex data? | ||
|- | |- | ||
|4 | |4 | ||
|0x30 | |0x30 | ||
| | |faces data? | ||
|- | |- | ||
|5 | |5 | ||
| Line 87: | Line 86: | ||
|9 | |9 | ||
|0x44 | |0x44 | ||
| | |surface transforms data? | ||
|- | |- | ||
|10 | |10 | ||
|0x48 | |0x48 | ||
| | |surfaces data? | ||
|- | |- | ||
|11 | |11 | ||
|0x4c | |0x4c | ||
| | | | ||
|- | |- | ||
|12 | |12 | ||
Revision as of 17:48, 31 December 2020
Stores 3D models, more investigation needed.
Thanks to Martin for initial format reversing.
- Magic -
PMD V1.83- some files use version 1.82 instead, but they aren't used by the game, the engine in PC version won't recognise anything other than 1.83
- There is one unused mention of
PMD V1.71in the game binary
| Offset | Size | Description |
|---|---|---|
| 0x0 | 0x18? | Magic - PMD V1.83
|
| 0x18 | 0x4 | Type - 0 = shadow & skybox; 1 = track; 2 = car |
| 0x1C | 0x4 | Zeroes? |
| 0x20 | 0x94? | offsetsTable? array of 37 ints, might need to add constant 0x148 for elements 0-12 |
| 0xB4 | 0x94? | Sizes of data chunks ,array of 37 ints |
offsets1Table
- Looks like indexes 12,
13, 19, 34, and 35are always set to 0 in all known models 14-33 (minus 19 of course) is only set if the type is set to track (1)- I was off by 3 bytes, need to redo that part
You have to add 0x148 to each value to get proper pointers (works with elements 0-12, later ones will probably need different bias)
All blocks (or at least 0-11) are 32-bytes aligned, 12 is aligned so that the next block is 32-bit aligned
| ID | offset | Description |
|---|---|---|
| 0 | 0x20 | |
| 1 | 0x24 | polygons data? |
| 2 | 0x28 | UV texture data? |
| 3 | 0x2c | vertex data? |
| 4 | 0x30 | faces data? |
| 5 | 0x34 | Textures names |
| 6 | 0x38 | Offsets to texture names, absolute addresses in file |
| 7 | 0x3c | Each element is 16B long, ?, ?, float, float |
| 8 | 0x40 | Holds IDs of elements in 7 |
| 9 | 0x44 | surface transforms data? |
| 10 | 0x48 | surfaces data? |
| 11 | 0x4c | |
| 12 | 0x50 | Offset is 0x0; the size is non-zero, for shadow it's 1, with one 00 byte
|
| 13 | 0x54 | |
| 14 | 0x58 | |
| 15 | 0x5c | |
| 16 | 0x60 | |
| 17 | 0x64 | |
| 18 | 0x68 | |
| 19 | 0x6c | |
| 20 | 0x70 | |
| 21 | 0x74 | |
| 22 | 0x78 | |
| 23 | 0x7c | |
| 24 | 0x80 | |
| 25 | 0x84 | |
| 26 | 0x88 | |
| 27 | 0x8c | |
| 28 | 0x90 | |
| 29 | 0x94 | |
| 30 | 0x98 | |
| 31 | 0x9c | |
| 32 | 0xa0 | |
| 33 | 0xa4 | |
| 34 | 0xa8 | |
| 35 | 0xac | |
| 36 | 0xb0 |