Difference between revisions of "CGFX"
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| 0x1 | | 0x1 | ||
| Vertex data format size (in bytes) | | Vertex data format size (in bytes) | ||
+ | |} | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Vertex format size | ||
+ | ! Description | ||
+ | |- | ||
+ | | 0x14 | ||
+ | | X (float), Y (float), Z (float), U (float), V (float) | ||
+ | |- | ||
+ | | 0x18 | ||
+ | | X (float), Y (float), Z (float), Unk (u32?), U (float), V (float) | ||
+ | |- | ||
+ | | 0x20 | ||
+ | | X (float), Y (float), Z (float), NX (float), NY (float), NZ (float), U (float), V (float) | ||
+ | |- | ||
+ | | 0x28 | ||
+ | | X (float), Y (float), Z (float), NX (float), NY (float), NZ (float), U (float), V (float), Unk1 (u32?), Unk2 (u32?) | ||
|} | |} |
Revision as of 21:01, 9 February 2014
CGFX is a container format used to store graphics resources. It can contain 3D models, textures and animation data.
DICT
DICTs are generic structures used to store values (and associate them to a key ?). A DICT header is 0x1C bytes long.
DICT header :
Offset | Length | Description |
---|---|---|
0x0 | 0x4 | Magic "DICT" |
0x8 | 0x4 | DICT size (in bytes) |
0xC | 0x4 | Number of entries |
DICT entry:
Offset | Length | Description |
---|---|---|
0x0 | 0x4 | ? |
0x4 | 0x4 | ? |
0x8 | 0x4 | Value (often offsets) |
0xC | 0x4 | ? |
CMDL Header
Offset | Length | Description |
---|---|---|
0x0 | 0x4 | Magic "CMDL" |
0x8 | 0x4 | CMDL section size (in bytes) |
0x28 | 0x4 | Offset (self-relative) to first DICT |
0x2C | 0xC | Global scale vector (3 floats : x, y, z) |
0xB0 | 0x4 | N/2, where N is the number of entries in SOBJ list |
0xB4 | 0x4 | Offset (self-relative) to SOBJ list |
0xB4+[0xB4] | 0x4*N*2 | SOBJ list; each word is an offset (self-relative) to an SOBJ structure |
CMDL is used to describe a 3D model. A CMDL section refers to outside data; it can not be considered separately from the rest of the CGFX file. The second DICT in the CMDL section contains offsets to MTOB objects.
SOBJ
SOBJ structures can be used to describe 3D objects that are part of the model. If such is the case then they will follow this structure :
Offset | Length | Description |
---|---|---|
0x0 | 0x4 | Magic "SOBJ" |
0x44 | 0x4 | X = Offset (relative to SOBJ magic) to SOBJ data structure |
X+0x18 | 0x1 | Face data format (?) : 0x1 = u8, 0x3 = u16 |
X+0x20 | 0x4 | Face data section size (in bytes) |
X+0x24 | 0x4 | Face data section offset (self-relative) |
X+0x58 | 0x4 | Vertex data section size (in bytes) |
X+0x5C | 0x4 | Vertex data section offset (self-relative) |
X+0x68 | 0x1 | Vertex data format size (in bytes) |
Vertex format size | Description |
---|---|
0x14 | X (float), Y (float), Z (float), U (float), V (float) |
0x18 | X (float), Y (float), Z (float), Unk (u32?), U (float), V (float) |
0x20 | X (float), Y (float), Z (float), NX (float), NY (float), NZ (float), U (float), V (float) |
0x28 | X (float), Y (float), Z (float), NX (float), NY (float), NZ (float), U (float), V (float), Unk1 (u32?), Unk2 (u32?) |