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#21 Fnurg

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Posted 12 December 2003 - 11:58 AM

errm. We should probably split it up. Is it possible to move posts from one topic to another?

#22 Slaughter

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Posted 12 December 2003 - 01:22 PM

I did not find a option for removing the signatures.

And yes, I think it may be possible to move posts. If not you can just copy the content and make a new post...


#23 sigget

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Posted 14 December 2003 - 08:49 PM

But the question remains, which one should we use? :(

#24 sigget

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Posted 19 December 2003 - 03:09 AM

Have a look at this monster! Ive manged to traverse through the ublocks, i dont know what everything means but ive been able to figure out how the sizes of all the datablocks are determined. The problem is... where do i put all this info? An appendix on file formats perhaps?

///////////////////////////////
//
//  UFOBLOCK
//

UFOBLOCK
  VERSION <int>
  ..geom info array
  ..height info array
  COVER_INFO_ARRAY
    <int[width*height]>  // width and height of geom info array
  COVER_ARRAY_END
  ENTRY_POINTS
    <int> <float> <float>
  END_OF_ENTRY_POINTS
  ENTRY_POINTS_SPECIAL_FLAGS
    <int> <int>
  END_OF_ENTRY_POINTS_SPECIAL_FLAGS
  LEAVING_POINTS
    <int> <float> <float>
  END_OF_LEAVING_POINTS
  LEAVING_POINTS_SPECIAL_FLAGS
    <int> <int>
  END_OF_LEAVING_POINTS_SPECIAL_FLAGS
  TARGET_POINTS
    <int> <float> <float>
  END_OF_TARGET_POINTS
  TARGET_POINTS_SPECIAL_FLAGS
    <int> <int>
  END_OF_TARGET_POINTS_SPECIAL_FLAGS
  ..light config
  COMPILED_BLOCK
    EXPORT_VERSION <int>
    ..material list
    MESH_COUNT <int>
    SECTOR_COUNT <int>
    SECTOR <int>
      ..mesh
    END_OF_SECTOR
    TRANSPARENCE <int> <floats>
    ..varmesh
    ..lightmap
  END_OF_COMPILED_BLOCK
  ..particle list
UFO_BLOCK_END


///////////////////////////////
//
//  KULISA

KULISA <string>
  ..geom info array
  ..geom height array
  HITPOINTS <int>
  MODEL_LIST <int>
    MODEL_DESC int
      FILENAME <string>
      TRANSF_MATRIX <float[4,4]>
      SIGNATURE <string>
    MODEL_DESC_END
    ...
    PARTICLE_DESC <int>
      FILENAME <string>
      TRANSF_MATRIX <float[4,4]>
      SIGNATURE <string>
    PARTICLE_DESC_END
    ...
  MODEL_LIST_END


///////////////////////////////
//
//  GEOM INFO ARRAY

GEOM_INFO_ARRAY <int width> <int height>
  CELL_GEOM_INFO <28 bytes>
  ...
GINFO_ARRAY_END


///////////////////////////////
//
//  HEIGHTS INFO ARRAY

HEIGHTS_INFO_ARRAY <int width> <int height>
  <float[width*height]>
HEIGHTS_ARRAY_END


///////////////////////////////
//
//  LIGHT CFG

LIGHT_CFG_START
  LIGHT_PROFILE_BEGIN <string>
    SCENE_AMBIENT <float[4]>
    LIGHT <int>
      LPOSITION <float[4]>
      DIRECTION <float[3]>
      CUTOFF <int>
      CUTOFF_EX <int>
      COLOR <float[4]>
      FULL_RADIUS <float>
      END_RADIUS <float>
      LPREVIEW <bool>
      LENABLED <bool>
      LSHADOWS <bool>
      LNEG <bool>
      LTYPE <int>
    LIGHT_END
    ...
  LIGHT_PROFILE_END
  ...
LIGHT_CFG_END


///////////////////////////////
//
//  MATERIAL LIST

MATERIAL_LIST
  MATERIAL
    DIFFUSE_COLOR
    TEXTURE <int>
      FILE_NAME <string>
      RAW_IMAGE
      U_WRAP
      V_WRAP
      U_CLAMP
      V_CLAMP
      ALPHA_MODE <int>
      MIPMAP_OFF
      MIPMAP_ON
      MUTABLE
      IMMUTABLE
      TEX_GEN_S <buffer>
      TEX_GEN_R <buffer>
      TEX_GEN_T <buffer>
      TEX_GEN_R_KOEF <float>
      TEX_GEN_S_KOEF <float>
      TEX_GEN_T_KOEF <float>
      CUBE_MAP
      MODE <string>
    END_OF_TEXTURE
    ...
  END_OF_MATERIAL
  ...
END_OF_MATERIAL_LIST


///////////////////////////////
//
//  MESH

MESH <string>
  MATERIAL_REF <int>
  DEFAULT_COLOR <float[3]>
  VERTS <int num> <float[num*2]>
  PRIMITIVE_GEOMETRY_GROUPS <int>
  GROUP <int> <string>
    COUNT <int num> <int[num]>
  END_OF_GROUP <int>
  GROUP_NEIGHBORS <int num> <int[num]>
END_OF_MESH


///////////////////////////////
//
//  VARMESH

VARMESH
  TYPE <int>
  VX <int>
  VY <int>
  VWIDTH <int>
  VHEIGHT <int>
  HITPOINTS <int>
  ..variants
  ..effects
  DIRECTION <int>
END_OF_VARMESH


///////////////////////////////
//
//  VARIANT

VARIANT
  MESH_ID <int>
  HEIGHTS_INFO float[(vwidth*2+1)*(vheight*2+1)]
  ZOFFSET <float>
  PASSABLE_INFO <int[vwidth*vheight]>
  PARTICLE_ID <int>
END_OF_VARIANT


///////////////////////////////
//
//  EFFECT

EFFECT
  PARTICLE <string>
  TRANSFORMATION <float[4,4]>
END_OF_EFFECT


///////////////////////////////
//
//  LIGHTMAP

(weird internal lightmap)
LIGHTMAP
  VERSION <int>
  MESH_COUNT <int>
  MESH
    TEX_ID <int>
    VERTS <int num> <float[num*2]>
  END_OF_MESH
  NTEX_ID <int numtex>
  PROFILE <string>
    TEX_ID <int[numtex]>
  END_OF_PROFILE
  USIZE <int>
  VSIZE <int>
  COLORED <int>
  NOISE_SEED <int/float?>
  NOISE_AMPLITUDE <float>
  NOISE_LOFREQ <float>
  NOISE_HIFREQ <float>
  TEX_COUNT <int>
  TEXTURE <int> <char[width*height*2]>
  TEXTURE_HEIGHT <int> // this value overrides the height for the next TEXTURE only
END_OF_LIGHTMAP


LIGHTMAP
UFO
  VERSION <int>
  WIDTH_C <int>
  HEIGHT_C <int>
  PROFILE_UFO <string>
    LIT_CELLS <char[width*height*16]>
    PRECOMPF <int>
    PRECOMPF_MESH <int a> <float[a]>
    VAR_PRECOMPF <int num>
    VAR_PRECOMPF_INDEX <int>
    VAR_PRECOMPF_VARIANT <int a> <int b> <char[8*b]>
    ..lightmap
  END_OF_PROFILE_UFO
END_OF_LIGHTMAP_UFO


///////////////////////////////
//
//  PARTICLE LIST

PARTICLE_LIST
  PARTICLE_DESC
    PARTFILENAME <string>
    TRANSF_MATRIX <float[4,4]>
  PARTICLE_DESC_END
  ...
PARTICLE_LIST_END

Formats still missing: 
  extkulisa
  particle cfg
  particle grp
  scene
  model
  anim package 
  .video 
  .anim


#25 Aralez

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Posted 19 December 2003 - 07:52 PM

Eek! I think nobody will try to edit this by hand! Maybe it's enough if you post the info and wait for the official tools  :(

#26 sigget

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Posted 19 December 2003 - 08:10 PM

But im a programmer, i cant just use someone else's tools, i have to know how everything works! :( its a sickness i guess ;D




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