Difference between revisions of "RenderWare binary stream file"

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'''RenderWare binary stream files''' are hierarchically structured binary data files used by the [[Wikipedia:RenderWare|RenderWare]] 3.x graphics engine utilized by [[Wikipedia:Rockstar North|Rockstar North]] for their GTA III trilogy (only on PC, [[Wikipedia:PS2|PS2]] and [[Wikipedia:XBOX|XBOX]], not [[Wikipedia:PSP|PSP]]!) and related games (Manhunt, Bully).
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{{File-stub}}
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{{TocRight}}
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'''RenderWare binary stream files''' are hierarchically structured binary data files used by the [[RenderWare]] 3.x graphics engine utilized by [[Wikipedia:Rockstar North|Rockstar North]] for their GTA III trilogy (only on PC, [[Wikipedia:PS2|PS2]] and [[Wikipedia:XBOX|XBOX]], not [[Wikipedia:PSP|PSP]]!) and related games (Manhunt, Bully).
 +
 
 +
GTA's [[model file]]s use the [[Wikipedia:file extension|file extension]] <code>.dff</code> ('''D'''ive '''F'''ile '''F'''ormat) and [[texture archive]]s use <code>.txd</code>. Other possible extensions, not used by the GTA games, are <code>.rws</code>, <code>.bsp</code> and <code>.dma</code>. GTA3 does use <code>.anm</code> for some of its cutscene animations, but it is the only GTA to do so.
 +
 
 +
==File Format==
 +
 
  
GTA's [[model file]]s use the [[Wikipedia:file extension|file extension]] <code>.dff</code> and [[texture archive]]s use <code>.txd</code>. Other possible extensions, not used by the GTA games, are <code>.rws</code>, <code>.bsp</code> and <code>.dma</code>. GTA3 does use <code>.anm</code>, for some of its cutscene animations, but it is the only GTA to do so.
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RW streams are split up into chunks. Each section has a 12 byte header and can either be empty, contain data or more child chunks.
 +
The content depends on the type and parent chunks.
  
 +
uint32 - type
 +
uint32 - size, including child chunks and/or data
 +
uint32 - library ID stamp
  
=File Format=
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===Versioning===
  
RW streams are split up into sections. Each section has a 12 byte header and can either be empty, contain data or more child sections. Section content, especially of data sections, is determined by an ID in the header.
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The library ID stamp contains the version and build number of the RW library that wrote the file.
  
There is only one data structure common to all RW streams - the '''section header''':
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The library version is a hexadecimal number and has the form <code>0xVJNBB</code> where V (3 bits) is the Renderware version, J (4 bits) is the major revision, N (4 bits) is the minor revision and B (6 bits) is the binary revision. Version 3.6.0.3 for instance would be encoded as <code>0x36003</code>.
  
4 byte - DWORD - section identifier
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The library build is 0xFFFF in all versions used by GTA.
4 byte - DWORD - section size, including child sections and/or data
 
4 byte - DWORD - RW version ID
 
  
The RW version ID varies depending on the RW engine version used for exporting the files. It must be the same for all headers within one file. Backwards compatibility is very limited.
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To make the library ID stamp, <code>0x30000</code> is subtracted from the version first and then packed as follows (where D is the 16 bit build number):
 +
VVJJ JJNN NNBB BBBB DDDD DDDD DDDD DDDD
 +
Version <code>0x36003</code> build <code>0xFFFF</code> for instance is encoded as <code>0x1803FFFF</code>.
  
==Valid RW Section IDs==
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For more information on how the version number can be calculated, see [[RenderWare]].
 +
 
 +
===Valid RW Section IDs===
  
 
See the [[list of RW section IDs]].
 
See the [[list of RW section IDs]].
  
==Rockstar's Custom Section IDs==
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===Rockstar's Custom Section IDs===
  
 
Rockstar added several vendor specific RW plugins, which have their own ID range (0x0253F2F*).
 
Rockstar added several vendor specific RW plugins, which have their own ID range (0x0253F2F*).
  
 +
* [[Pipeline Set (RW Section)|Pipeline Set]] ''(0x0253F2F3)''
 
* [[Specular Material (RW Section)|Specular Material]] ''(0x0253F2F6)''
 
* [[Specular Material (RW Section)|Specular Material]] ''(0x0253F2F6)''
* [[2dfx (RW Section)|2dfx]] ''(0x0253F2F8)''
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* [[2d Effect (RW Section)|2d Effect]] ''(0x0253F2F8)''
* [[Night Vertex Colors (RW Section)|Night Vertex Colors]] ''(0x0253F2F9)''
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* [[Extra Vert Colour (RW Section)|Extra Vert Colour]] ''(0x0253F2F9)''
 
* [[Collision Model (RW Section)|Collision Model]] ''(0x0253F2FA)''
 
* [[Collision Model (RW Section)|Collision Model]] ''(0x0253F2FA)''
 
* [[Reflection Material (RW Section)|Reflection Material]] ''(0x0253F2FC)''
 
* [[Reflection Material (RW Section)|Reflection Material]] ''(0x0253F2FC)''
* [[Mesh Extension (RW Section)|Mesh Extension]] ''(0x0253F2FD)''
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* [[Breakable (RW Section)|Breakable]] ''(0x0253F2FD)''
 
* [[Frame (RW Section)|Frame]] ''(0x0253F2FE)''
 
* [[Frame (RW Section)|Frame]] ''(0x0253F2FE)''
  
==Common RW Version IDs==
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==Common File Structures==
  
The following is an (incomplete) list of plain text RW versions commonly used in GTA and their encoded equivalent:
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===Basic structure===
 +
The basic structure of DFF and TXD files is given below.
 +
The Extensions are given as empty, their contents depend on the plugins and plugin data of the object they belong to.
 +
These are described elsewhere.
  
3.0.0.3 - 0x0003FFFF
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====DFF====
3.1.0.0 - 0x00000310
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* [[Clump (RW Section)|Clump]]
3.3.0.2 - 0x0C02FFFF
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** [[Struct (RW Section)#Clump|Struct]]
3.4.0.3 - 0x1003FFFF
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** [[Frame List (RW Section)|Frame List]]
3.6.0.3 - 0x1803FFFF ([[:Category:GTA SA|GTA SA]])
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*** [[Struct (RW Section)#Frame_List|Struct]]
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*** [[Extension (RW Section)|Extension]] *
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** [[Geometry List (RW Section)|Geometry List]]
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*** [[Struct (RW Section)#Geometry_List|Struct]]
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*** [[Geometry (RW Section)|Geometry]] *
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**** [[Struct (RW Section)#Geometry|Struct]]
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**** [[Material List (RW Section)|Material List]]
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***** [[Struct (RW Section)#Material_List|Struct]]
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***** [[Material (RW Section)|Material]] *
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****** [[Struct (RW Section)#Material|Struct]]
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****** [[Texture (RW Section)|Texture]] - optional
 +
******* [[Struct (RW Section)#Texture|Struct]]
 +
******* [[String (RW Section)|String]] - texture name
 +
******* [[String (RW Section)|String]] - mask name
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******* [[Extension (RW Section)|Extension]]
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****** [[Extension (RW Section)|Extension]]
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**** [[Extension (RW Section)|Extension]]
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** [[Atomic (RW Section)|Atomic]] *
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*** [[Struct (RW Section)#Atomic|Struct]]
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*** [[Extension (RW Section)|Extension]]
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** [[Struct (RW Section)|Struct]] *
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** [[Light (RW Section)|Light]] *
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*** [[Struct (RW Section)#Light|Struct]]
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*** [[Extension (RW Section)|Extension]]
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** [[Struct (RW Section)|Struct]] *
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** [[Camera (RW Section)|Camera]] *
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*** [[Struct (RW Section)#Camera|Struct]]
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*** [[Extension (RW Section)|Extension]]
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** [[Extension (RW Section)|Extension]]
  
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====TXD====
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* [[Texture Dictionary (RW Section)|Texture Dictionary]]
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** [[Struct (RW Section)#Texture_Dictionary|Struct]]
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** [[Raster (RW Section)|Raster]] *
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*** [[Struct (RW Section)|Struct]]
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*** [[Extension (RW Section)|Extension]]
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** [[Extension (RW Section)|Extension]]
  
=Common File Structures=
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====PS2 TXD====
 
 
==Model Files (DFF)==
 
 
 
''-coming soon-''
 
 
 
==Texture Archives (TXD)==
 
 
 
 
* [[Texture Dictionary (RW Section)|Texture Dictionary]]
 
* [[Texture Dictionary (RW Section)|Texture Dictionary]]
** [[Struct (RW Section)|Struct]] - 4 byte, 2x word, first one is the texture count
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** [[Struct (RW Section)#Texture_Dictionary|Struct]]
** [[Texture Native (RW Section)|Texture Native]] *
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** [[Raster (RW Section)|Raster]] *
*** [[Struct (RW Section)|Struct]] - header and actual image data
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*** [[Struct (RW Section)|Struct]]
*** [[Extension (RW Section)|Extension]] - empty
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*** [[String (RW Section)|String]] - texture name
** [[Extension (RW Section)|Extension]] - empty
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*** [[String (RW Section)|String]] - mask name
 +
*** [[Struct (RW Section)|Struct]]
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**** [[Struct (RW Section)|Struct]]
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**** [[Struct (RW Section)|Struct]]
 +
*** [[Extension (RW Section)|Extension]]
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** [[Extension (RW Section)|Extension]]
  
''* These sections (and their child sections) can appear multiple times.
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''* These chunks can appear multiple times. The count is usually given in the parent's struct.
  
=Tools & Scripts=
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==Tools & Scripts==
  
* [http://www.steve-m.com/?page=2&ID=21&act=details RW Analyze]
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* [http://www.steve-m.com/downloads/tools/rwanalyze/ RW Analyze] &ndash; by {{U|steve-m}}
 
* various [[model file]] and [[texture archive]] related tools
 
* various [[model file]] and [[texture archive]] related tools
  
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==Official Sources==
  
=See also=
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* [https://web.archive.org/web/20070127023600/http://www.renderware.com/ Official RenderWare Site (archived)]
 +
* {{Github|electronicarts/RenderWare3Docs|Official documentation repository}}
 +
* {{Github|GTAmodding/rw37|RenderWare 3.7 source code (for demo-purposes only)}}
  
 +
==See also==
 
* [http://www.chronetal.co.uk/gta/index.php?page=dff Original DFF format description] by KCow
 
* [http://www.chronetal.co.uk/gta/index.php?page=dff Original DFF format description] by KCow
* [http://www.gtaforums.com/?showtopic=128451 RW Analyze discussion thread] on GTAForums with lots of format descriptions
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* {{GTAF|128451|RW Analyze discussion thread}}
* [http://www.renderware.com Official RenderWare Site]
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* [https://github.com/aap/librw librw] - a reimplementation of the original RenderWare graphics API by {{U|The hero}}
 +
* [http://wiki.multimedia.cx/index.php?title=TXD MultimediaWiki TXD]
  
 
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{{N|SA|VC|3}}
{{File-stub}}
 
 
[[Category:3D File Formats]]
 
[[Category:3D File Formats]]

Latest revision as of 10:54, 14 September 2020

RenderWare binary stream files are hierarchically structured binary data files used by the RenderWare 3.x graphics engine utilized by Rockstar North for their GTA III trilogy (only on PC, PS2 and XBOX, not PSP!) and related games (Manhunt, Bully).

GTA's model files use the file extension .dff (Dive File Format) and texture archives use .txd. Other possible extensions, not used by the GTA games, are .rws, .bsp and .dma. GTA3 does use .anm for some of its cutscene animations, but it is the only GTA to do so.

File Format

RW streams are split up into chunks. Each section has a 12 byte header and can either be empty, contain data or more child chunks. The content depends on the type and parent chunks.

uint32 - type
uint32 - size, including child chunks and/or data
uint32 - library ID stamp

Versioning

The library ID stamp contains the version and build number of the RW library that wrote the file.

The library version is a hexadecimal number and has the form 0xVJNBB where V (3 bits) is the Renderware version, J (4 bits) is the major revision, N (4 bits) is the minor revision and B (6 bits) is the binary revision. Version 3.6.0.3 for instance would be encoded as 0x36003.

The library build is 0xFFFF in all versions used by GTA.

To make the library ID stamp, 0x30000 is subtracted from the version first and then packed as follows (where D is the 16 bit build number):

VVJJ JJNN NNBB BBBB DDDD DDDD DDDD DDDD

Version 0x36003 build 0xFFFF for instance is encoded as 0x1803FFFF.

For more information on how the version number can be calculated, see RenderWare.

Valid RW Section IDs

See the list of RW section IDs.

Rockstar's Custom Section IDs

Rockstar added several vendor specific RW plugins, which have their own ID range (0x0253F2F*).

Common File Structures

Basic structure

The basic structure of DFF and TXD files is given below. The Extensions are given as empty, their contents depend on the plugins and plugin data of the object they belong to. These are described elsewhere.

DFF

TXD

PS2 TXD

* These chunks can appear multiple times. The count is usually given in the parent's struct.

Tools & Scripts

Official Sources

See also