Difference between revisions of "Geometry Struct"
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'''Note:''' Face Indices are overridden if there's a [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]] section. This is also used to assign different materials to parts of the mesh. | '''Note:''' Face Indices are overridden if there's a [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]] section. This is also used to assign different materials to parts of the mesh. | ||
− | '''Note:''' Vertex Colors, UV Coordinates, Face Indices, Vertices, and Normals are omitted in PS2 files, and instead Native Data PLG is used for geometry information. | + | '''Note:''' Vertex Colors, UV Coordinates, Face Indices, Vertices, and Normals are omitted in PS2 files, and instead [[Native Data PLG (RW Section)|Native Data PLG]] is used for geometry information. |
==See also== | ==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 |
Revision as of 18:13, 12 August 2009
{{{NAME}}} | |
---|---|
RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
|
Identifier | 0x{{{IDENTIFIER}}}
|
Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
|
Versions | All |
Hierarchy | |
Parents: None | |
Children: None | |
Extensions: None | |
File Format |
This article is about the Struct section accompanied by a Geometry parent section.
The Geometry Struct sections can usually be found in model files used by the GTA III game trilogy. They are amongst the most important sections inside a .dff
file since they contain the actual mesh data. The typical location in the file's section hierarchy is Clump > Geometry List > Geometry > Struct.
Header
There is a 16 byte header with section content information:
2b - WORD - Flags 1b - BYTE - Number of of UV coordinate sets 1b - BYTE - Unknown (is set to 1 in PS2 files, otherwise 0) 4b - DWORD - Face Count 4b - DWORD - Vertex Count (also normals and colors, if included) 4b - DWORD - Frame Count
- Flags
Bit 0: triangle strip (else triangle list) Bit 1: vertex positions are included (usually 1) Bit 2: UV coordinates are included Bit 3: vertex colors are included Bit 4: normals are included (0 for most static map objects) Bit 5: unknown (GeometryLight) Bit 6: unknown (GeometryModulateMaterialColor) Bit 7: multiple sets of UV coordinates are included (see header)
Geometry Data
12b - FLOAT[3] - Scene Lighting Info (ambient, diffuse, specular) - only for RW versions < 3.4! 4b - BYTE[4] - Vertex Colors (RGBA) - array of [Vertex Count] entries, if flag bit 3 is set 8b - FLOAT[2] - UV Coords - array of [Vertex Count] entries, if flag bit 2 is set; multiple blocks if bit 7 is set and the UV set count in the header is > 1 8b - WORD[4] - Face Indices (Vert 2, Vert 1, Flags, Vert 3) - array of [Face Count] entries 16b - FLOAT[4] - Bounding Sphere (X, Y, Z, Radius) 8b - DWORD[2] - has position, has normals (1 if true; possibly not used) 12b - FLOAT[3] - Vertices (X, Y, Z) - array of [Vertex Count] entries 12b - FLOAT[3] - Normals (X, Y, Z) - array of [Vertex Count] entries, if flag bit 4 is set
Note: Face Indices are overridden if there's a Bin Mesh PLG section. This is also used to assign different materials to parts of the mesh.
Note: Vertex Colors, UV Coordinates, Face Indices, Vertices, and Normals are omitted in PS2 files, and instead Native Data PLG is used for geometry information.
See also
- Original DFF format description by KCow