CLSN (File Format): Difference between revisions

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>Aruki
>Aruki
 
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| ''Triangle Count''
| ''Triangle Count''
| '''Triangles Array'''
| '''Triangles Array'''
|
|-
| [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]]
| 1
| '''Tree Chunk Descriptor'''
| Data type is <code>TREE</code>
|-
| u32
| 1
| '''Leaf Node Count'''
|
|-
| [[#Tree Leaf Node|Tree Leaf Node]]
| ''Leaf Node Count''
| '''Leaf Node Array'''
|  
|  
|-
|-
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{| class="wikitable"
{| class="wikitable"
! Offset
! Type
! Type
! Count
! Count
Line 72: Line 88:
! Description
! Description
|-
|-
| 0x0
| u32
| u32
| 1
| 1
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|  
|  
|-
|-
| 0x4
| u32
| u32
| 1
| 1
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|  
|  
|-
|-
| 0x8
| u32
| u32
| 1
| 1
Line 87: Line 106:
|  
|  
|-
|-
| 0xC
| u32
| u32
| 1
| 1
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|  
|  
|-
|-
| 0x10
| u32
| u32
| 1
| 1
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|  
|  
|-
|-
| 0x14
| colspan=4 {{unknown|End of collision material}}
| colspan=4 {{unknown|End of collision material}}
|}
|}
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{| class="wikitable"
{| class="wikitable"
! Offset
! Type
! Type
! Count
! Count
Line 108: Line 131:
! Description
! Description
|-
|-
| 0x0
| u32
| u32
| 3
| 3
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|  
|  
|-
|-
| 0xC
| u16
| u16
| 1
| 1
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|  
|  
|-
|-
| 0xE
| u16
| u16
| 1
| 1
| {{unknown|'''Unknown'''}}
| {{unknown|'''Unknown'''}}
| This is probably just padding.
| Always 0? The game actually does read and store it, so it may not just be padding.
|-
|-
| 0x10
| colspan=4 {{unknown|End of triangle}}
| colspan=4 {{unknown|End of triangle}}
|}
=== Tree Leaf Node ===
{| class="wikitable"
! Offset
! Type
! Count
! Name
! Description
|-
| 0x0
| vector3
| 2
| '''Axis-Aligned Bounding Box'''
| Represented by a pair of points where point 1 is min and point 2 is max.
|-
| 0x18
| u32
| 1
| {{unknown|'''Unknown'''}}
|
|-
| 0x1C
| u32
| 1
| {{unknown|'''Unknown'''}}
|
|-
| 0x20
| u32
| 1
| {{unknown|'''Unknown'''}}
|
|-
| 0x24
| colspan=4 {{unknown|End of leaf node}}
|}
|}


[[Category:File Formats]]
[[Category:File Formats]]
[[Category:Donkey Kong Country: Tropical Freeze]]
[[Category:Donkey Kong Country: Tropical Freeze]]

Latest revision as of 11:13, 17 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
Chunk Descriptor 1 Tree Chunk Descriptor Data type is TREE
u32 1 Leaf Node Count
Tree Leaf Node Leaf Node Count Leaf Node Array
End of file

Collision Material

Offset Type Count Name Description
0x0 u32 1 Unknown
0x4 u32 1 Unknown
0x8 u32 1 Unknown
0xC u32 1 Unknown
0x10 u32 1 Unknown
0x14 End of collision material

Collision Triangle

Offset Type Count Name Description
0x0 u32 3 Vertex Indices
0xC u16 1 Collision Material Index
0xE u16 1 Unknown Always 0? The game actually does read and store it, so it may not just be padding.
0x10 End of triangle

Tree Leaf Node

Offset Type Count Name Description
0x0 vector3 2 Axis-Aligned Bounding Box Represented by a pair of points where point 1 is min and point 2 is max.
0x18 u32 1 Unknown
0x1C u32 1 Unknown
0x20 u32 1 Unknown
0x24 End of leaf node