3D model format
Stores 3D models, more investigation needed.
If "signed" was not added assume unsigned value
Current analysis: https://docs.google.com/spreadsheets/d/1Hk_EIYk2E6hVd747JJmC9pqqqh_dVafM3dqOkeRp3No/edit?usp=sharing
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 V1.71
in the game binary - Prototype version features versions 1.6, 1.61, 1.62, 1.7
- some files use version
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 |
0xB4 | 0x94? | offsetsTable sizes |
Offsets table
You have to add 0x148 to each value to get proper pointers
Bold IDs are in all files, rest of them are specific for tracks
Some of these are either unused or possibly repurposed
All blocks seems to be 32-bit aligned.
If the offset/size address is empty it's always set to zero.
ID | offset | size offset | Description |
---|---|---|---|
0 | 0x20 | 0xb4 | Martin think it might be some sort of collider, a tiny ball of vertices, quite large number of points |
1 | 0x24 | 0xb8 | polygons data? |
2 | 0x28 | 0xbc | UV texture data? |
3 | 0x2c | 0xc0 | vertex data? |
4 | 0x30 | 0xc4 | faces data? |
5 | 0x34 | 0xc8 | Textures names |
6 | 0x38 | 0xcc | Offsets to texture names, absolute addresses in file, add 0x148 |
7 | 0x3c | 0xd0 | Vertices data somehow connected to meshes, needs to be transformed |
8 | 0x40 | 0xd4 | Holds IDs of elements in 7 |
9 | 0x44 | 0xd8 | surface transforms data? |
10 | 0x48 | 0xdc | meshes data |
11 | 0x4c | 0xe0 | LOD metadata, maybe something more |
12 | 0xe4 | for non-tracks it's size of 1 divided by 16, unknown for tracks | |
13 | |||
14 | 0x58 | offset marks end of file | |
15 | 0x5c | 0xf0 | |
16 | 0x60 | 0xf4 | |
17 | 0x64 | 0xf8 | |
18 | 0xfc | stores size of 20 divided by 0x90 | |
19 | 0x100 | ||
20 | 0x70 | 0x104 | |
21 | 0x74 | 0x108 | List of points, looks like AI curve |
22 | 0x78 | 0x10c | |
23 | 0x7c | 0x110 | |
24 | 0x80 | 0x114 | |
25 | 0x84 | 0x118 | |
26 | 0x88 | 0x11c | |
27 | 0x8c | 0x120 | |
28 | 0x90 | 0x124 | |
29 | 0x94 | 0x128 | |
30 | 0x98 | 0x12c | |
31 | 0x9c | 0x130 | |
32 | 0xa0 | 0x134 | |
33 | |||
34 | |||
35 | |||
36 |
Basic elements
Each model contains these elements
LOD metadata
I'm skipping most of this block, as it's unused or used directly by the engine to store some of the calculated addresses
If the number of LODs is set to less than 3, later ones just copy id from previous ones
Offset | Type | Description |
---|---|---|
0x0 | short | Same as file type at 0x18 |
0x2 | short | Unknown, always set to 1 for normal files, 2 for tracks and 4 for cars |
0x1C | float | Always 1.0 |
0x20 | byte | unknown |
0x21 | byte | unknown |
0x22 | short | unknown |
0x24 | int | number of meshes (surfaces) for each LOD |
0x48 | int | ID of first mesh for LOD 0 |
0x4c | int | ID of first mesh for LOD 1 |
0x50 | int | ID of first mesh for LOD 2 |
0x54 | int | ID of first mesh for LOD 3 |
0x58 | int | Number of additional LODs, can be 0-3 |
Vertex
Offset | Type | Description |
---|---|---|
0x0 | float | X |
0x4 | float | Y |
0x8 | float | Z |
0xC | float | unknown, might be weight |
Polygon
Offset | Type | Description |
---|---|---|
0x0 | byte | vertex count |
0x1 | byte | material ID |
0x2 | byte | unknown |
0x3 | byte | unknown, might be weight |
0x4 | short | vertices index? |
0x6 | short | face table start index |
UV mapping
Offset | Type | Description |
---|---|---|
0x0 | float | X |
0x4 | float | Y |
0x8 | short | vertex index |
0xA | short | unknown, might be texture index |
0xC | int | normal vector? |
Face
Offset | Type | Description |
---|---|---|
0x0 | short | index ? |
Seven
Some kind of vertices data, bound to mesh somehow
Transform
Offset | Type | Description |
---|---|---|
0x0 | float[4][4] | some kind of matrix |
0x40 | int[4] ? | unknown four ints? |
Mesh
Offset | Type | Description |
---|---|---|
0x0 | short[4] | unknown |
0x8 | short | transform index? |
0xA | short[3] | zeros? |
0x10 | int[3] | zeros? |
0x1C | float | weight? |
0x20 | short | unknown (index?) |
0x22 | short | unknown (index?) |
0x24 | short | polys count |
0x26 | short | UVs count |
0x28 | int | vertices count |
0x2C | int | UVs start index |
0x30 | int | vertices start index |
0x34 | int | polys start index |
0x38 | int[2] | zeros? |
Track data
Block 15
Offset | Type | Description |
---|---|---|
0x0 | signed int | If there is any data it's set to 1, last one is always set to -1 |
0x4 | ||
0x8 | ||
0xC | float | unknown |
0x10 | float | unknown |
Block 16
12 floats and 4 ints, seems similar to 3 points (each 4th float is always 1.0)
Block 17
0x28 bytes, seems like there are 4 floats (perhaps intensity/R/G/B values?), rest unused?
Block 20
Long, each element 0x90 bytes long
Block 21 / 22
Block 21 holds list of vertices, possibly defining track for AI.
There are 5 curves in this block, 255 points each.
Curve 0, 2-4 are track curves, curve 1 is for the charging station.
Chall1 only has one curve.
Block 22
Holds the same number of elements as is the number of curves.
Each element is 0x1C long
WIP, so far hardcoded data from one track
Offset | Type | Description |
---|---|---|
0x0 | int | id |
0x4 | int | starting vertex offset |
0x8 | int | length? |
0xC | int | 0x1 |
0x10 | int | 0x2 |
0x14 | int | 0xa |
0x18 | float? |
Block 23
List of vertices
Block 24
list of faces? Each element 0x2 bytes long
Block 25
list of faces? Each element 0x2 bytes long
Block 26
Each element 0x40 long.
Block 27
list of faces? Each element 0x2 bytes long
Block 28
list of faces? Each element 0x2 bytes long
Block 29
Each element 0x4 long.
Block 30
Each element 0x8 long.
Block 31
Each element 0x30 long.
4 floats (last one set to 1.0), and 16 shorts.
Block 32
0x38 bytes, mostly zeros
Offset | Type | Description |
---|---|---|
0x18 | float | Always 50.0 |
0x20 | float | Always 100.0 |
0x24 | int |