CMDL (Donkey Kong Country Returns): Difference between revisions
CMDL (Donkey Kong Country Returns) (view source)
Revision as of 12:49, 8 September 2016
, 8 September 2016→Visibility Groups
imported>Antidote No edit summary |
>Aruki |
||
(12 intermediate revisions by 2 users not shown) | |||
Line 3: | Line 3: | ||
The '''CMDL format''' is DKCR's model format. It's similar to the CMDL format found in the Metroid Prime trilogy, but with a lot of additions and changes, and some layout changes. | The '''CMDL format''' is DKCR's model format. It's similar to the CMDL format found in the Metroid Prime trilogy, but with a lot of additions and changes, and some layout changes. | ||
{{research|moderate|The visibility group data in the header has a lot of unknown values.}} | |||
{{research|moderate| | |||
__TOC__ | __TOC__ | ||
Line 17: | Line 16: | ||
! Offset | ! Offset | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| 0x0 | | 0x0 | ||
| | | u16 | ||
| | | 1 | ||
| | | '''Magic''' | ||
| Always <code>0x9381</code> | |||
|- | |||
| 0x2 | |||
| u16 | |||
| 1 | |||
| '''Version''' | |||
| Always 0xA. See [[CMDL (File Format)|hub article]] for a list of possible version numbers. | |||
|- | |- | ||
| 0x4 | | 0x4 | ||
| u32 | | u32 | ||
| | | 1 | ||
| '''Flags''' | | '''Flags''' | ||
| [[#Flags|See below]] | |||
|- | |- | ||
| 0x8 | | 0x8 | ||
| float | | float | ||
| | | 6 | ||
| '''Model Bounding Box''' | | '''Model Bounding Box''' | ||
| | |||
|- | |- | ||
| 0x20 | | 0x20 | ||
| u32 | | u32 | ||
| | | 1 | ||
| '''Section | | '''Section Count''' | ||
| Count of data sections in the file. | |||
|- | |- | ||
| 0x24 | | 0x24 | ||
| u32 | | u32 | ||
| | | 1 | ||
| '''Material | | '''Material Set Count''' | ||
| Count of material sets in the model. | |||
|- | |- | ||
| 0x28 | | 0x28 | ||
| | | [[#Visibility Groups|Visibility Groups]] | ||
| | | 1 | ||
| '''Visibility | | '''Visibility Group Data''' | ||
| Only present if flag 0x10 is set. | |||
|- | |- | ||
| | | {{none}} | ||
| u32 | | u32 | ||
| | | ''Section Count'' | ||
| '''Section | | '''Section Sizes''' | ||
| | |||
|- | |- | ||
| colspan= | | colspan=5 {{unknown|End of header; pad to multiple of 32 before first section starts}} | ||
|} | |} | ||
Line 69: | Line 82: | ||
| 0 | | 0 | ||
| 0x1 | | 0x1 | ||
| | | Indicates the model is skinned | ||
|- | |- | ||
| 1 | | 1 | ||
Line 94: | Line 107: | ||
==== Visibility Groups ==== | ==== Visibility Groups ==== | ||
Visibility group data is present in the header if bit 0x10 is set, after the material set count and before the section sizes. Visibility groups are used to toggle the visibility of certain surfaces on or off during animations; for instance, Diddy's jetpack is part of his model but doesn't render in most of his animations. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Offset | ! Offset | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| 0x0 | | 0x0 | ||
| u32 | | u32 | ||
| | | 1 | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | |||
|- | |- | ||
| 0x4 | | 0x4 | ||
| u32 | | u32 | ||
| | | 1 | ||
| '''Visibility Group | | '''Visibility Group Count''' | ||
| | | | ||
|- | |||
| 0x8 | |||
| [[#Visibility Group Name|Visibility Group Name]] | |||
| ''Visibility Group Count'' | |||
| '''Visibility Group Name Array''' | |||
| | |||
|- | |- | ||
| | | {{none}} | ||
| u32 | | u32 | ||
| | | 1 | ||
| ''' | | {{unknown|'''Unknown'''}} | ||
| | |||
|- | |- | ||
| | | {{none}} | ||
| u32 | | u32 | ||
| | | 1 | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | |||
|- | |- | ||
| | | {{none}} | ||
| u32 | | u32 | ||
| | | 1 | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | |||
|- | |- | ||
| | | {{none}} | ||
| u32 | | u32 | ||
| | | 1 | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | |||
|- | |- | ||
| | | {{none}} | ||
| u32 | | u32 | ||
| | | 1 | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | |||
|} | |||
===== Visibility Group Name ===== | |||
{| class="wikitable" | |||
! Offset | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |- | ||
| | | 0x0 | ||
| u32 | | u32 | ||
| | | 1 | ||
| | | '''Name Length''' | ||
| | |||
|- | |||
| 0x4 | |||
| char | |||
| ''Name Length'' | |||
| '''Visibility Group Name''' | |||
| Zero-terminated. | |||
|} | |} | ||
=== Materials === | === Materials === | ||
''See [[Materials (Metroid Prime 3)]]'' | |||
DKCR uses the same material format as Metroid Prime 3, with the main differences being what pass types and UV animation modes are supported (a few have been added/removed). The only other significant difference in DKCR compared to Prime 3 is that in Prime 3, each material set would get its own section. In DKCR, every material set is in the same section. Each material set begins with a material count, and each material begins with its own size. | |||
=== Geometry === | |||
''See [[Geometry (Donkey Kong Country Returns)]]'' | |||
[[Category:File Formats]] | |||
[[Category:Donkey Kong Country Returns]] | [[Category:Donkey Kong Country Returns]] |