Difference between revisions of "Model/Legacy"

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(First part of struct conversion based on local notes)
 
Line 18: Line 18:
 
   byte[44] unk4;            // TODO
 
   byte[44] unk4;            // TODO
 
   uint32 VertexCount;      // Number of vertices
 
   uint32 VertexCount;      // Number of vertices
 +
  byte[120] unk5;          // TODO
 +
  byte VertexInfoCount;    // Number of Vertex info chunks
 +
  byte IndexInfoCount;      // Number of Index info chunks
 +
  byte UnknownCount;        // Probably also count of something
 +
  byte RenderBatchCount;    // Number of Render Batches
 +
  uint32 unk6;
 +
  long unkOffs;
 
   // And more!
 
   // And more!
 
  };
 
  };
 +
 +
struct VertexInfo
 +
{
 +
 +
}
 +
 +
struct IndexInfo
 +
{
 +
 +
}
 +
 +
struct RenderBatch
 +
 +
}

Revision as of 13:23, 10 May 2016

Very WIP documentation of Model format. Most of these things are purely guesswork.

struct Header
{
  Vector3 unk0_min;         // All negative values
  uint32 padding0;          // Always 0
  Vector3 unk0_max;         // All positive values
  uint32 padding1;          // Always 0
  float unk1;               // Always 0.001?
  float[3] unk2;              
  uint32 padding2;          // Always 0     
  float unk3;                   
  uint32[3] padding3;       // Always 0
  uint32 VertexBufferOffs0; // Offset to first Vertex Buffer
  uint32 VertexBufferOffs1; // Offset to second Vertex Buffer (?)
  uint32 FileSize;          // Size of current file ¯\_(ツ)_/¯  
  uint64[11] unkOffs;       // Offsets to data of unknown format
  byte[44] unk4;            // TODO
  uint32 VertexCount;       // Number of vertices
  byte[120] unk5;           // TODO
  byte VertexInfoCount;     // Number of Vertex info chunks
  byte IndexInfoCount;      // Number of Index info chunks
  byte UnknownCount;        // Probably also count of something
  byte RenderBatchCount;    // Number of Render Batches
  uint32 unk6;
  long unkOffs;
  // And more!
};
struct VertexInfo
{
}
struct IndexInfo
{

}
struct RenderBatch
}