Spore:00E6BCE5

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copied from: http://www.customsims3.com/forum1/YaBB.pl?num=1214408105

// Header:
//  DWord Version == 7 or 8;
//  DWord float_count [Big Endian]
//  float_count floats (float_count*4 bytes) [purpose unknown]
//  DWord [purpose unknown]
//  float array[7] [quaternion + position data]
//	DWord [purpose unknown] (not present in vers. 8)
//
// Faces:
//  DWord group_count [number of face groups]
//  for each of group_count:
//	DWord type_value [type value = 4L]
//	DWord facect [face point count (triangle faces * 3)]
//	DWord type_value_b [type value = 0x10L]
//	DWord facebytes [face section byte count (faces * 3 * sizeof(word))]
//	Word point_array[facect] [the vertex indices for each triangle point]
//	    there is only one vertex pool, so the index value of groups subsequent
//	    to the first start at offsets > 0.
//
// Vertex Format
//
//  DWord section_type [section type = 1L]
//  DWord VFmtCount [number of data sets]
//  for each of VFmtCount:
//	Word pad [pad word, zero]
//	Word offset [offset of field in each vertex data]
//	Word ftype [field type]
//	    bit 2 (0x04) indicates a short count
//	    bits 0 and 1 are the count, minus one
//	    so 0x00 is one long or float, 0x01 is two longs, 0x02 is three longs, 0c03 is four longs
//	    and 0x04 is one short, 0x05 two shorts, 0x06 three shorts and 0x07 is four shorts
//  Word pad2 [pad word, zero]
//  DWord data_type [field data type]
//	known types, and usual sizes, are:
//	    0x00 vertex (three floats)
//	    0x02 normal (three floats)
//	    0x06 UV (two floats)
//	    0x0E bone assignments (four words)
//	    0x0F skin weights (four floats)
//	    0x13 bumpmap normals (three floats)
//
// the last four bytes or the vertex format are arranged thus:
//  DWord terminator1 [terminator, usually one]
//  DWord terminator2 [terminator, usually zero]
// these may be a section_type with zero sets, indicating multiple lists may
// be possible, but I had no examples of multiple vertex formats
//
// Vertex Data Pool
//
//  DWord VertexCount [number of vertices in pool]
//	DWord poolsize [vertex bytes pool size, must equal VertexSize (from vertex format data) * VertexCount]
//  Byte vdata[poolsize]
//	the arrangement of the bytes in the vertex pool are given by the vertex format.
//	thus, the pool is an array of data structures described by the vertex format.
//
// remainder of file: purpose unknown
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