CMDL (Donkey Kong Country Returns): Difference between revisions

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There's not much known about the material format currently; DKCR seems to use the same material format as Metroid Prime 3. The main 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. The main thing that's needed to read geometry is the vertex attribute flags, which are located at 0xC in the material structure (not counting the size).
There's not much known about the material format currently; DKCR seems to use the same material format as Metroid Prime 3. The main 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. The main thing that's needed to read geometry is the vertex attribute flags, which are located at 0xC in the material structure (not counting the size).
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[[Category:Donkey Kong Country Returns]]

Revision as of 16:40, 10 February 2015

See CMDL (File Format) for the other revisions of this format.

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.


To do:
WIP, will finish soon
This file format needs more research
Where to begin? Materials need a lot of research (they're very similar if not the same as Metroid Prime 3). A lot of the visibility group data is unknown. The submesh headers contain a lot of unknowns, and the possible vertex format settings are unknown. Geometry should be split off into a separate article if it's confirmed that it's the same format that's used in MREA (which is fairly likely). Materials should also be split off once more is known about them.


Format

Like the previous CMDL formats, DKCR CMDL files are split up into a number of 32-byte aligned sections. Every section both starts and ends on a 32-byte boundary. These are used to separate different parts of the file; different types of sections typically indicate different sets of data. The header declares the section count and the size of each one; using these is the only way to navigate the file.

Header

Offset Type Size Description
0x0 u32 4 Unknown; always 0x9381000A - likely either magic value or 16-bit magic/version
0x4 u32 4 Flags; see blow
0x8 float[6] 0x18 Model Bounding Box
0x20 u32 4 Section count (SC)
0x24 u32 4 Material set count
0x28 - - Visibility group data; present if flag 0x10 is set. See below for structure.
- u32[] 4 × SC Section sizes
End of header; pad to multiple of 32 before first section starts

Flags

The following flags are possible:

Bit Hex Description
0 0x1 Unknown
1 0x2 Unknown
2 0x4 Unknown
3 0x8 Unknown
4 0x10 Enable visibility groups
5 0x20 Store vertex positions as shorts

Visibility Groups

This section is present in the header if bit 0x10 is set, after the material set count and before the section sizes.

Offset Type Size Description
0x0 u32 4 Unknown
0x4 u32 4 Visibility Group count

The following structure repeats for each group:

Offset Type Size Description
0x0 u32 4 Name length
0x4 string - Visibility Group name

Finally, it ends with this before the sizes begin:

Offset Type Size Description
0x0 u32 4 Unknown
0x4 u32 4 Unknown
0x8 u32 4 Unknown
0xC u32 4 Unknown
0x10 u32 4 Unknown

Materials

There's not much known about the material format currently; DKCR seems to use the same material format as Metroid Prime 3. The main 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. The main thing that's needed to read geometry is the vertex attribute flags, which are located at 0xC in the material structure (not counting the size).