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== Overview == |
== Overview == |
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This file is used by the game to tell it how to load the objects in by using a tree grouping system. |
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== Structure == |
== Structure == |
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=== Header === |
=== Header === |
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|UInt16 |
|UInt16 |
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|Total Nodes Light Count |
|Total Nodes Light With Sprites Count |
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|UInt16 |
|UInt16 |
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|Total Nodes |
|Total Nodes All Lights Count |
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|UInt16 |
|UInt16 |
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|UInt32 |
|UInt32 |
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|Light Index Offset |
|Light With Sprites Index Offset |
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|UInt32 |
|UInt32 |
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|All Lights Index Offset |
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|UInt32 |
|UInt32 |
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|UInt16 |
|UInt16 |
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|Total Patch Count |
|Total Patch Count |
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|UInt16 |
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|Total Instance Count |
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|UInt16 |
|UInt16 |
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|UInt16 |
|UInt16 |
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|Total Light Count |
|Total Light With Sprites Count |
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|UInt16 |
|UInt16 |
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|Total |
|Total All Lights Count |
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|UInt16 |
|UInt16 |
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|UInt32 |
|UInt32 |
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|Light Index Offset |
|Light With Sprites Index Offset |
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|UInt32 |
|UInt32 |
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|Light |
|Light All Index Offset |
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|UInt32 |
|UInt32 |
Latest revision as of 14:40, 14 December 2022
Overview
This file is used by the game to tell it how to load the objects in by using a tree grouping system.
Structure
Header
Type | Description |
---|---|
Byte | Unknown |
Byte | Cold Fusion Version |
Byte | Cold Fusion Revision |
Byte | Endianess |
Type | Description |
---|---|
Vector3 | World Lowest XYZ |
Vector3 | World Highest XYZ |
Vector3 | World Origin XYZ |
Float32 | Main Box Default Size |
UInt32 | Pointer List Width |
UInt32 | Pointer List Height |
UInt32 | Total List Size |
UInt32 | Main Box Used Count |
UInt32 | Main Box Empty Count |
Float32 | Node Box Default Size |
UInt32 | Node Box Width |
UInt32 | Node Box Count |
UInt32 | Pointer List Offset |
UInt32 | Main Box Data Offset |
Pointer Offset List
In order to get the best results its better to read this list as a 2D array. Any Offsets that lead to 0x00 have no data
Type | Description |
---|---|
UInt32 | Pointer Offset |
Main Box Data
In order to get the best results its better to read this list as a 2D array.
Within this data set is contained a Main Box Header Data, Node Box Data and Index Lists.
Any offset within this portion of the data structure is relative to the Pointer Offset Used
Main Box Header Data
Type | Description |
---|---|
Vector3 | Main Box Lowest XYZ |
Vector3 | Main Box Highest XYZ |
Vector3 | Main Box Origin XYZ |
UInt16 | Total Node Patch Count |
UInt16 | Total Nodes Instance And Gem Count |
UInt16 | Total Nodes Spline Count |
UInt16 | Total Nodes Light With Sprites Count |
UInt16 | Total Nodes All Lights Count |
UInt16 | Total Nodes Particle Instance Count |
UInt32 | Unknown |
UInt32 | Total Elements (All Patches, Splines, Instances... ect) |
UInt32 | Main Box Header Size/Node Data Offset |
UInt32 | Patch Index Offset |
UInt32 | Instance And Gem Index Offset |
UInt32 | Light With Sprites Index Offset |
UInt32 | All Lights Index Offset |
UInt32 | Particle Instance Index Offset |
Node Box Data
In order to get the best results its better to read this list as a 2D array
Type | Description |
---|---|
Vector3 | Node Box Lowest XYZ |
Vector3 | Node Box Highest XYZ |
Vector3 | Node Box Origin XYZ |
UInt16 | Total Patch Count |
UInt16 | Total Instance Count |
UInt16 | Total Instance And Gem Count |
UInt16 | Total Spline Count |
UInt16 | Total Light With Sprites Count |
UInt16 | Total All Lights Count |
UInt16 | Total Particle Instance Count |
UInt16 | Unknown |
UInt32 | Patch Index Offset |
UInt32 | Instance And Gem Index Offset |
UInt32 | Light With Sprites Index Offset |
UInt32 | Light All Index Offset |
UInt32 | Particle Instance Index Offset |
Index List
All Lists are read like this and the pointers lead to data within the pbd file
Type | Description |
---|---|
UInt32 | Pointer |