Формат файлов *.object (формат объектов SDK) — различия между версиями
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Loxotron (обсуждение | вклад) (→Описание формата(из кода xrFSL)) |
Pavel (обсуждение | вклад) м (Pavel переименовал страницу Формат файлов *.object(формат объектов SDK) в Формат файлов *.object (формат объектов SDK)) |
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(не показаны 18 промежуточные версии 4 участников) | |||
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Формат *.object используется в качестве основного формата хранения моделей на этапе редактирования (включая экспорт из Maya или 3ds Max и хранение моделей до компиляции уровня) | Формат *.object используется в качестве основного формата хранения моделей на этапе редактирования (включая экспорт из Maya или 3ds Max и хранение моделей до компиляции уровня) | ||
− | == Описание | + | == Описание формата(из кода xrFSL) == |
− | + | ||
− | = | + | const uint16 ''EOBJ_VERSION'' = 0x10; |
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'''EObjectChunkIDs:''' | '''EObjectChunkIDs:''' | ||
− | ''EOBJ_CHUNK_MAIN'' | + | ''EOBJ_CHUNK_MAIN'' = 0x7777, |
''EOBJ_CHUNK_VERSION'' = 0x0900, | ''EOBJ_CHUNK_VERSION'' = 0x0900, | ||
Строка 39: | Строка 22: | ||
''EOBJ_CHUNK_MESHES'' = 0x0910, | ''EOBJ_CHUNK_MESHES'' = 0x0910, | ||
− | ''EOBJ_CHUNK_0911'' = 0x0911, // ignored by AE | + | ''EOBJ_CHUNK_0911'' = 0x0911, // '''ignored by AE(Actor Editor)''' |
''EOBJ_CHUNK_USERDATA'' = 0x0912, | ''EOBJ_CHUNK_USERDATA'' = 0x0912, | ||
Строка 61: | Строка 44: | ||
''EOBJ_CHUNK_MOTION_REFS'' = 0x0924, | ''EOBJ_CHUNK_MOTION_REFS'' = 0x0924, | ||
− | ''EOBJ_CHUNK_LOD_REF'' = 0x0925 // LOD\Reference | + | ''EOBJ_CHUNK_LOD_REF'' = 0x0925 // '''LOD\Reference''' |
'''EObjectClipChunkIDs:''' | '''EObjectClipChunkIDs:''' | ||
Строка 68: | Строка 51: | ||
''EOBJ_CLIP_DATA_CHUNK'' = 0x9001 | ''EOBJ_CLIP_DATA_CHUNK'' = 0x9001 | ||
+ | |||
+ | const uint16 ''EMESH_VERSION'' = 0x11; | ||
'''EMeshChunkID:''' | '''EMeshChunkID:''' | ||
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const uint16 ''BONE_VERSION_2'' = 0x2; | const uint16 ''BONE_VERSION_2'' = 0x2; | ||
− | const uint16 ''BONE_VERSION'' = BONE_VERSION_2; | + | const uint16 ''BONE_VERSION'' = ''BONE_VERSION_2''; |
'''EboneChunkID:''' | '''EboneChunkID:''' | ||
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''BONE_CHUNK_FRICTION'' = 0x0010 | ''BONE_CHUNK_FRICTION'' = 0x0010 | ||
− | == | + | ==Game Materials Library(из кода xrFSL)== |
+ | const uint16 ''GAMEMTLS_VERSION'' = 1; | ||
+ | |||
+ | ''GAMEMTLS_CHUNK_VERSION'' = 0x1000, | ||
+ | |||
+ | ''GAMEMTLS_CHUNK_AUTOINC'' = 0x1001, | ||
+ | |||
+ | GAMEMTLS_CHUNK_MATERIALS'' = 0x1002, | ||
+ | |||
+ | ''GAMEMTLS_CHUNK_MATERIAL_PAIRS'' = 0x1003, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_MAIN'' = 0x1000, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_FLAGS'' = 0x1001, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_PHYSICS'' = 0x1002, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_FACTORS'' = 0x1003, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_FLOTATION'' = 0x1004, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_DESC'' = 0x1005, | ||
+ | |||
+ | ''GAMEMTL_CHUNK_INJURY'' = 0x1006, | ||
+ | |||
+ | |||
+ | ''GAMEMTLPAIR_CHUNK_PAIR'' = 0x1000, | ||
+ | |||
+ | ''GAMEMTLPAIR_CHUNK_BREAKING'' = 0x1002, | ||
+ | |||
+ | ''GAMEMTLPAIR_CHUNK_STEP'' = 0x1003, | ||
+ | |||
+ | ''GAMEMTLPAIR_CHUNK_COLLIDE'' = 0x1005, | ||
+ | |||
+ | |||
+ | '''SGameMaterial:''' | ||
+ | |||
+ | ''MF_BREAKABLE'' = 0x00000001, | ||
+ | |||
+ | ''MF_BOUNCEABLE'' = 0x00000004, | ||
+ | |||
+ | ''MF_SKIDMARK'' = 0x00000008, | ||
+ | |||
+ | ''MF_BLOODMARK'' = 0x00000010, | ||
+ | |||
+ | ''MF_CLIMABLE'' = 0x00000020, | ||
+ | |||
+ | ''MF_PASSABLE'' = 0x00000080, | ||
+ | |||
+ | ''MF_DYNAMIC'' = 0x00000100, | ||
+ | |||
+ | ''MF_LIQUID'' = 0x00000200, | ||
+ | |||
+ | ''MF_SUPPRESS_SHADOWS'' = 0x00000400, | ||
+ | |||
+ | ''MF_SUPPRESS_WALLMARKS'' = 0x00000800, | ||
+ | |||
+ | ''MF_ACTOR_OBSTACLE'' = 0x00001000, | ||
+ | |||
+ | ''MF_INJURIOUS'' = 0x10000000, | ||
+ | |||
+ | ''MF_SHOOTABLE'' = 0x20000000, | ||
+ | |||
+ | ''MF_TRANSPARENT'' = 0x40000000, | ||
+ | |||
+ | ''MF_SLOW_DOWN'' = 0x80000000, | ||
+ | |||
+ | |||
+ | '''SGameMaterialPair:''' | ||
+ | |||
+ | ''MPF_BREAKING_SOUNDS'' = 0x02, | ||
+ | |||
+ | ''MPF_STEP_SOUNDS'' = 0x04, | ||
+ | |||
+ | ''MPF_COLLIDE_SOUNDS'' = 0x10, | ||
+ | |||
+ | ''MPF_COLLIDE_PARTICLES'' = 0x20, | ||
+ | |||
+ | ''MPF_COLLIDE_MARKS'' = 0x40, | ||
+ | |||
+ | ==Engine Shader Library== | ||
+ | |||
+ | // guessed names | ||
+ | |||
+ | ''SHADERS_CHUNK_CONSTANTS'' = 0, | ||
+ | |||
+ | ''SHADERS_CHUNK_MATRICES'' = 1, | ||
+ | |||
+ | ''SHADERS_CHUNK_BLENDERS'' = 2, | ||
+ | |||
+ | ''SHADERS_CHUNK_NAMES'' = 3 | ||
+ | |||
+ | ====Разобрал bardak, Neo==== | ||
+ | |||
+ | ===[[Попытка #1 от excid]]=== | ||
+ | ===Ссылки=== | ||
+ | Утилиты так или иначе связанные с импортом\экспортом object: | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=318 xrFSL MaxTools 0.1.1] от '''Neo][''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=350 X-RAY Max Tools export beta 2] от '''bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=287 X-RAY Tools src] от '''bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=348 X-RAY Tools update 2.0] от '''bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=288 X-RAY Tools] от '''bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=349 Maya 2009 plugin import/export] от '''bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=347 Maya 2008 plugin import/export] от '''bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=330 Object Format] от '''Neo][, bardak''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=100 3DSMax 7 plugin export v.1.1] от '''GSC''' | ||
+ | *[http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=98 3DSMax 8 plugin export v.2.0] от '''GSC''' | ||
+ | *[https://github.com/igelbox/blender-xray/releases Blender X-Ray Engine Tools] от '''igelbox''' | ||
+ | *[https://github.com/PavelBlend/Blender_Stalker_Object Blender Import Object] от '''Pavel_Blend''' | ||
[[Категория:Форматы файлов]] | [[Категория:Форматы файлов]] |
Текущая версия на 12:24, 18 декабря 2016
Содержание
О формате
Формат *.object используется в качестве основного формата хранения моделей на этапе редактирования (включая экспорт из Maya или 3ds Max и хранение моделей до компиляции уровня)
Описание формата(из кода xrFSL)
const uint16 EOBJ_VERSION = 0x10;
EObjectChunkIDs:
EOBJ_CHUNK_MAIN = 0x7777,
EOBJ_CHUNK_VERSION = 0x0900,
EOBJ_CHUNK_FLAGS = 0x0903,
EOBJ_CHUNK_SURFACES_0 = 0x0905, // old format
EOBJ_CHUNK_SURFACES_1 = 0x0906, // old format
EOBJ_CHUNK_SURFACES_2 = 0x0907,
EOBJ_CHUNK_MESHES = 0x0910,
EOBJ_CHUNK_0911 = 0x0911, // ignored by AE(Actor Editor)
EOBJ_CHUNK_USERDATA = 0x0912,
EOBJ_CHUNK_BONES_0 = 0x0913, // old format
EOBJ_CHUNK_MOTIONS = 0x0916,
EOBJ_CHUNK_SHADERS_0 = 0x0918, // old format
EOBJ_CHUNK_PARTITIONS_0 = 0x0919, // old format
EOBJ_CHUNK_TRANSFORM = 0x0920,
EOBJ_CHUNK_BONES_1 = 0x0921,
EOBJ_CHUNK_REVISION = 0x0922, // file revision
EOBJ_CHUNK_PARTITIONS_1 = 0x0923,
EOBJ_CHUNK_MOTION_REFS = 0x0924,
EOBJ_CHUNK_LOD_REF = 0x0925 // LOD\Reference
EObjectClipChunkIDs:
EOBJ_CLIP_VERSION_CHUNK = 0x9000,
EOBJ_CLIP_DATA_CHUNK = 0x9001
const uint16 EMESH_VERSION = 0x11;
EMeshChunkID:
EMESH_CHUNK_VERSION = 0x1000,
EMESH_CHUNK_MESHNAME = 0x1001,
EMESH_CHUNK_FLAGS = 0x1002,
EMESH_CHUNK_BBOX = 0x1004,
EMESH_CHUNK_VERTS = 0x1005,
EMESH_CHUNK_FACES = 0x1006,
EMESH_CHUNK_VMAPS_0 = 0x1007,
EMESH_CHUNK_VMREFS = 0x1008,
EMESH_CHUNK_SFACE = 0x1009,
EMESH_CHUNK_OPTIONS = 0x1010,
EMESH_CHUNK_VMAPS_1 = 0x1011,
EMESH_CHUNK_VMAPS_2 = 0x1012,
EMESH_CHUNK_SG = 0x1013
const uint16 BONE_VERSION_1 = 0x1;
const uint16 BONE_VERSION_2 = 0x2;
const uint16 BONE_VERSION = BONE_VERSION_2;
EboneChunkID:
BONE_CHUNK_VERSION = 0x0001,
BONE_CHUNK_DEF = 0x0002,
BONE_CHUNK_BIND_POSE= 0x0003,
BONE_CHUNK_MATERIAL = 0x0004,
BONE_CHUNK_SHAPE = 0x0005,
BONE_CHUNK_IK_JOINT = 0x0006,
BONE_CHUNK_MASS_PARAMS = 0x0007,
BONE_CHUNK_IK_FLAGS = 0x0008,
BONE_CHUNK_BREAK_PARAMS = 0x0009,
BONE_CHUNK_FRICTION = 0x0010
Game Materials Library(из кода xrFSL)
const uint16 GAMEMTLS_VERSION = 1;
GAMEMTLS_CHUNK_VERSION = 0x1000,
GAMEMTLS_CHUNK_AUTOINC = 0x1001,
GAMEMTLS_CHUNK_MATERIALS = 0x1002,
GAMEMTLS_CHUNK_MATERIAL_PAIRS = 0x1003,
GAMEMTL_CHUNK_MAIN = 0x1000,
GAMEMTL_CHUNK_FLAGS = 0x1001,
GAMEMTL_CHUNK_PHYSICS = 0x1002,
GAMEMTL_CHUNK_FACTORS = 0x1003,
GAMEMTL_CHUNK_FLOTATION = 0x1004,
GAMEMTL_CHUNK_DESC = 0x1005,
GAMEMTL_CHUNK_INJURY = 0x1006,
GAMEMTLPAIR_CHUNK_PAIR = 0x1000,
GAMEMTLPAIR_CHUNK_BREAKING = 0x1002,
GAMEMTLPAIR_CHUNK_STEP = 0x1003,
GAMEMTLPAIR_CHUNK_COLLIDE = 0x1005,
SGameMaterial:
MF_BREAKABLE = 0x00000001,
MF_BOUNCEABLE = 0x00000004,
MF_SKIDMARK = 0x00000008,
MF_BLOODMARK = 0x00000010,
MF_CLIMABLE = 0x00000020,
MF_PASSABLE = 0x00000080,
MF_DYNAMIC = 0x00000100,
MF_LIQUID = 0x00000200,
MF_SUPPRESS_SHADOWS = 0x00000400,
MF_SUPPRESS_WALLMARKS = 0x00000800,
MF_ACTOR_OBSTACLE = 0x00001000,
MF_INJURIOUS = 0x10000000,
MF_SHOOTABLE = 0x20000000,
MF_TRANSPARENT = 0x40000000,
MF_SLOW_DOWN = 0x80000000,
SGameMaterialPair:
MPF_BREAKING_SOUNDS = 0x02,
MPF_STEP_SOUNDS = 0x04,
MPF_COLLIDE_SOUNDS = 0x10,
MPF_COLLIDE_PARTICLES = 0x20,
MPF_COLLIDE_MARKS = 0x40,
Engine Shader Library
// guessed names
SHADERS_CHUNK_CONSTANTS = 0,
SHADERS_CHUNK_MATRICES = 1,
SHADERS_CHUNK_BLENDERS = 2,
SHADERS_CHUNK_NAMES = 3
Разобрал bardak, Neo
Попытка #1 от excid
Ссылки
Утилиты так или иначе связанные с импортом\экспортом object:
- xrFSL MaxTools 0.1.1 от Neo][
- X-RAY Max Tools export beta 2 от bardak
- X-RAY Tools src от bardak
- X-RAY Tools update 2.0 от bardak
- X-RAY Tools от bardak
- Maya 2009 plugin import/export от bardak
- Maya 2008 plugin import/export от bardak
- Object Format от Neo][, bardak
- 3DSMax 7 plugin export v.1.1 от GSC
- 3DSMax 8 plugin export v.2.0 от GSC
- Blender X-Ray Engine Tools от igelbox
- Blender Import Object от Pavel_Blend