CLSN (File Format): Difference between revisions
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>Aruki (Created page with "The '''CLSN format''' in Donkey Kong Country: Tropical Freeze is for static collision, usually used by world geometry. {{research|minor|Collision materials need experimen...") |
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Revision as of 16:12, 11 May 2016
The CLSN format in Donkey Kong Country: Tropical Freeze is for static collision, usually used by world geometry.
| This file format is almost completely documented Collision materials need experimentation to verify structure + figure out what the different flags do |
Format
| Type | Count | Name | Description |
|---|---|---|---|
| Form Descriptor | 1 | Collision Form Descriptor | Data type is CLSN
|
| Chunk Descriptor | 1 | Vertices Chunk Descriptor | Data type is VERT
|
| u32 | 1 | Vertex Count | |
| vector3 | Vertex Count | Vertex Data | |
| Chunk Descriptor | 1 | Collision Materials Chunk Descriptor | Data type is MTRL
|
| u32 | 1 | Collision Material Count | |
| Collision Material | Collision Material Count | Collision Materials | Collision materials define collision properties. |
| Chunk Descriptor | 1 | Triangles Chunk Descriptor | Data type is TRIS
|
| u32 | 1 | Triangle Count | |
| Collision Triangle | Triangle Count | Triangles Array | |
| End of file | |||
Collision Material
| Type | Count | Name | Description |
|---|---|---|---|
| u32 | 1 | Unknown | |
| u32 | 1 | Unknown | |
| u32 | 1 | Unknown | |
| u32 | 1 | Unknown | |
| u32 | 1 | Unknown | |
| End of collision material | |||
Collision Triangle
| Type | Count | Name | Description |
|---|---|---|---|
| u32 | 3 | Vertex Indices | |
| u16 | 1 | Collision Material Index | |
| u16 | 1 | Unknown | This is probably just padding. |
| End of triangle | |||