CLSN (File Format): Difference between revisions

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>Aruki
>Aruki
(oops I forgot about the tree)
Line 59: Line 59:
| ''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
Line 118: Line 143:
|  
|  
|-
|-
| 0xE
| u16
| u16
| 1
| 1
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| This is probably just padding.
| This is probably just 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]]

Revision as of 16:37, 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
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 This is probably just 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