GlitcherOG (talk | contribs) No edit summary |
GlitcherOG (talk | contribs) No edit summary |
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(7 intermediate revisions by the same user not shown) | |||
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Here is the structure made in programming languages for easy code implementation: |
Here is the structure made in programming languages for easy code implementation: |
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- [https://github.com/GlitcherOG/SSX-Collection-Multitool/blob/main/FileHandlers/Models/Tricky/TrickyPS2MPF.cs SSX Tricky MPF C# handler by GlitcherOG] |
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- [SSX Tricky mpf GO struct by Erick](<nowiki>https://github.com/Erickson400/TheTrickyModels/blob/main/mpf/MpfStructure.go</nowiki>) |
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- [SSX Tricky mpf |
- [SSX Tricky mpf GO struct by Erick](<nowiki>https://github.com/Erickson400/TheTrickyModels/blob/main/mpf/MpfStructure.go</nowiki>) |
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== Structure == |
== Structure == |
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Line 18: | Line 18: | ||
|- |
|- |
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|Byte[4] |
|Byte[4] |
||
|Version ID (Version 8) |
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|Unknown (Possibly version or magic) |
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|- |
|- |
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|UInt16 |
|UInt16 |
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Line 66: | Line 66: | ||
|Offset of Bone Weights |
|Offset of Bone Weights |
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|- |
|- |
||
| |
|Byte[8] |
||
| |
|Unused/Filler |
||
|- |
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|UInt32 |
|||
|Unknown (Unused/Filler) |
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|- |
|- |
||
|UInt16 |
|UInt16 |
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Line 96: | Line 93: | ||
|Internal File ID. This is used in conjunction with weights so that it can access bones within another file |
|Internal File ID. This is used in conjunction with weights so that it can access bones within another file |
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|- |
|- |
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|Byte[4] |
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|UInt32 |
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|Filler/Padding |
|Filler/Padding |
||
|} |
|} |
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=== Model Data === |
=== Model Data === |
||
All Offsets Unless Stated Otherwise are relative to the start of model data |
All Offsets Unless Stated Otherwise are relative to the start of each model data |
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==== Material Data ==== |
==== <u>Material Data</u> ==== |
||
Unused Slots use 0x00202020 as a place holder |
Unused Slots use 0x00202020 as a place holder |
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{| class="wikitable" |
{| class="wikitable" |
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Line 119: | Line 116: | ||
|- |
|- |
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|Bytes[4] |
|Bytes[4] |
||
|Name/Type of Texture ( |
|Name/Type of Texture (Used To Tell Game If Material Has Gloss **_g) |
||
|- |
|- |
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|Bytes[4] |
|Bytes[4] |
||
|Name/Type of Texture ( |
|Name/Type of Texture (Used To Tell Game If The Object uses Environment Reflection envr) |
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|- |
|- |
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|Float32 |
|Float32 |
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|Flag Factor |
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|Unknown float value |
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|- |
|- |
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|Float32 |
|Float32 |
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Line 134: | Line 131: | ||
|} |
|} |
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==== Bone Data ==== |
==== <u>Bone Data</u> ==== |
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Location and Rotation are relative to parent |
Location and Rotation are relative to parent |
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{| class="wikitable" |
{| class="wikitable" |
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Line 165: | Line 162: | ||
|- |
|- |
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|6 Float32s |
|6 Float32s |
||
| |
|6 Floats either being -1 or 1 |
||
|} |
|} |
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==== IK |
==== <u>IK Points</u> ==== |
||
Inverse Kinematic Targets this is a list which usually contains 2 points boards use them so the character's boots stick on |
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{| class="wikitable" |
{| class="wikitable" |
||
|+ |
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!Type |
!Type |
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!Description |
!Description |
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Line 182: | Line 177: | ||
|} |
|} |
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==== Group Main ==== |
==== <u>Group Main</u> ==== |
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===== Group Main Header ===== |
===== Group Main Header ===== |
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{| class="wikitable" |
{| class="wikitable" |
||
|+ |
|||
!Type |
!Type |
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!Description |
!Description |
||
|- |
|- |
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|UInt32 |
|UInt32 |
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|Group Type (1 Standard, 17 Shadow, 256 Morph) |
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|ID (?) |
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|- |
|- |
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|UInt32 |
|UInt32 |
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|- |
|- |
||
|UInt32 |
|UInt32 |
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|Unknown |
|Unknown (Always -1) |
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|- |
|- |
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|UInt32 |
|UInt32 |
||
| |
|Weight Reference Group Offset |
||
|- |
|- |
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|UInt32 |
|UInt32 |
||
| |
|Weight Reference Group Count |
||
|} |
|} |
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==== |
==== Weight Reference Group ==== |
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{| class="wikitable" |
{| class="wikitable" |
||
!Type |
!Type |
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|Mesh Group Count |
|Mesh Group Count |
||
|} |
|} |
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| Offset | Type | Description | Key | Rel | |
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|-------- |-------- |---------------------- |----- |----- | |
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| 0x00 | UInt32 | Mesh Group Offset | | | |
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| 0x04 | UInt32 | Mesh Group Count | | | |
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==== Mesh/Morph Data Group ==== |
==== Mesh/Morph Data Group ==== |
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Each one of these in order references a Weight Reference and all points within it will use that weight reference |
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{| class="wikitable" |
{| class="wikitable" |
||
|+ |
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!Type |
!Type |
||
!Description |
!Description |
||
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|} |
|} |
||
==== <u>Bone Weight</u> ==== |
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<nowiki><br></nowiki> |
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Bone Weight |
===== Bone Weight Header ===== |
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{| class="wikitable" |
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!Type |
|||
!Description |
|||
|- |
|||
|UInt32 |
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|Length of array/list |
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|- |
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|UInt32 |
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|Offset to Bone weight list |
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|- |
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|UInt32 |
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|Unknown (Always 36) |
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|} |
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===== Bone Weight ===== |
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{| class="wikitable" |
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!Type |
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!Description |
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|- |
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|UInt16 |
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|Bone weight (0 to 100) |
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|- |
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|UInt8 |
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|Bone ID |
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|- |
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|UInt8 |
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|Bone Internal File ID |
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|} |
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==== <u>Weight List Ref</u> ==== |
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| Offset | Type | Description | Key | Rel | |
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{| class="wikitable" |
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!Type |
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!Description |
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|- |
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|UInt32 |
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|Weight Reference Count |
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|- |
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|UInt32 |
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|Weight Reference Offset |
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|- |
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|Int32 List |
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|WeightIDs |
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|} |
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==== <u>Mesh Data</u> ==== |
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|--------|--------|----------------------------|-----|-----| |
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The mesh data within the mpf can be very complex and is chunked meaning there can be multiple data chunks within a Mesh/Morph Data Group |
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Depending on the group type (Located in the mesh group) can effect what information is in here. |
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| 0x00 | UInt32 | Length of array/list | | | |
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* If Group Type is Standard there will be UV/Weight Block, Normal Block and, Vertex Block. |
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| 0x04 | UInt32 | Offset to Bone weight list | | | |
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* If Group Type is Shadow There will be Shadow Vertex Block |
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* If Group Type is Morph the data will be the same as standard however there will be no data chunking |
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Bytes[48] Unimportant Data for Exporting |
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| 0x08 | UInt32 | Unknown | | | |
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{| class="wikitable" |
|||
!Type |
|||
!Description |
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|- |
|||
|UInt32 |
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|Strip Count |
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|- |
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|UInt32 |
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|Starting Weight Ref ID (Generally Always 14) |
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|- |
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|UInt32 |
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|Unknown2 (If group type is shadow this will be 0) |
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|- |
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|UInt32 |
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|Vertex Count |
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|} |
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===== Tristrip Data ===== |
|||
<nowiki><br></nowiki> |
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{| class="wikitable" |
|||
!Type |
|||
!Description |
|||
|- |
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|UInt32 |
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|Count of vertices |
|||
|- |
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|Bytes[12] |
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|Padding |
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|} |
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==== UV/Weight Block ==== |
|||
<nowiki>###</nowiki> Bone Weight |
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{| class="wikitable" |
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!Type |
|||
!Description |
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|- |
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|Bytes[16] |
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|Header of UV Block (Hex: 00100000 00100000 00000020 50505050) |
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|- |
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|Bytes[12] |
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|Unknown |
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|- |
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|Byte |
|||
|Unknown |
|||
|- |
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|Byte |
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|Prefix List Start (0x80) |
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|- |
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|Byte |
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|Count of UVs |
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|- |
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|Byte |
|||
|Suffix of UV count (0x6D) |
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|- |
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|List of '''''UV value''''' |
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|List Of UV/Weights Values |
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|} |
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'''''UV value''''' |
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{| class="wikitable" |
|||
!Type |
|||
!Description |
|||
|- |
|||
|UInt16 |
|||
|UV map U (X translation) (In order to get the float value you do Number / 4096) |
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|- |
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|UInt16 |
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|UV map V (Y translation) (In order to get the float value you do Number / 4096) |
|||
|- |
|||
|UInt16 |
|||
|Bone Weight Ref ID (In order to get ID you do (Number - 14)/4) |
|||
|- |
|||
|Uint16 |
|||
|Bone Weight Ref ID (In order to get ID you do (???)) |
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|} |
|||
===== Normal Block ===== |
|||
| Offset | Type | Description | Key | Rel | |
|||
{| class="wikitable" |
|||
!Type |
|||
!Description |
|||
|- |
|||
|Bytes[16] |
|||
|Header of normal Block (Hex: 00000000 00800000 00000020 40404040) |
|||
|- |
|||
|Bytes[12] |
|||
|Unknown |
|||
|- |
|||
|Byte |
|||
|Unknown |
|||
|- |
|||
|Byte |
|||
|Prefix List Start (0x80) |
|||
|- |
|||
|Byte |
|||
|Count of Normals |
|||
|- |
|||
|Byte |
|||
|Suffix of Normal count (??) |
|||
|- |
|||
|List of Vector 3 (3 Int16s) |
|||
|List of normals (In order to get the float value you do Number / 4096(???)) |
|||
|} |
|||
==== Vertex Block ==== |
|||
|--------|--------|------------------------|-----|-----| |
|||
{| class="wikitable" |
|||
!Type |
|||
!Description |
|||
|- |
|||
|Bytes[16] |
|||
|Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) |
|||
|- |
|||
|Bytes[12] |
|||
|Unknown |
|||
|- |
|||
|Byte |
|||
|Unknown |
|||
|- |
|||
|Byte |
|||
|Prefix List Start (0x80) |
|||
|- |
|||
|Byte |
|||
|Count of Vertices |
|||
|- |
|||
|Byte |
|||
|Suffix of Vertex count (0x78) |
|||
|- |
|||
|List of Vector 3 (3 Float32) |
|||
|List Of Vertex values |
|||
|} |
|||
==== Shadow Vertex Block ==== |
|||
| 0x00 | UInt16 | Bone weight (0 to 100) | | | |
|||
{| class="wikitable" |
|||
!Type |
|||
| 0x02 | UInt8 | Bone ID | | | |
|||
!Description |
|||
|- |
|||
| 0x03 | UInt8 | Unknown | | | |
|||
|Bytes[16] |
|||
|Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) |
|||
<nowiki>##</nowiki> Number List Ref |
|||
|- |
|||
|Bytes[12] |
|||
<nowiki>###</nowiki> Number List Ref Header |
|||
|Unknown |
|||
|- |
|||
| Offset | Type | Description | Key | Rel | |
|||
|Byte |
|||
|Unknown |
|||
|--------|--------|-----------------------------|-----|-----| |
|||
|- |
|||
|Byte |
|||
| 0x00 | UInt32 | Sub Number List Ref Count | | | |
|||
|Prefix List Start (0x80) |
|||
|- |
|||
| 0x04 | UInt32 | Sub Number List Ref Offset | | | |
|||
|Byte |
|||
|Count of Vertices |
|||
<nowiki><br></nowiki> |
|||
|- |
|||
|Byte |
|||
<nowiki>###</nowiki> Sub Number List Ref |
|||
|Suffix of Vertex count (??) |
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|- |
|||
| Offset | Type | Description | Key | Rel | |
|||
|List of '''''Shadow Vertex''''' |
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|List Of Shadow Vertex values |
|||
|--------|--------|------------------------|-----|-----| |
|||
|} |
|||
'''''Shadow Vertex value''''' |
|||
| | UInt16 | Unknown | | | |
|||
{| class="wikitable" |
|||
!Type |
|||
| | UInt16 | Unknown2 | | | |
|||
!Description |
|||
|- |
|||
<nowiki><br></nowiki> |
|||
|Vector 3 (3 Float32) |
|||
|Location XYZ |
|||
<!-- |
|||
|- |
|||
|Uint16 |
|||
Row Count Header |
|||
|Bone Weight Ref ID (In order to get ID you do (Number - 14)/4) |
|||
|} |
|||
Hex examples: |
|||
<syntaxhighlight lang="c#" line="1" start="0"> |
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public int U1; |
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01000010 00000000 00000000 00000000 |
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public int HeaderCount; |
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public int HeaderOffset; |
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^ 1 row |
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public int FileStart; |
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public List<MPFModelHeader> ModelList = new List<MPFModelHeader>(); |
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06000096 00000000 00000000 00000000 |
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^ 6 rows |
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--> |
|||
<!-- THIS IS ALSO A COMMENT |
|||
Model Data List[ |
|||
Model Data 1 [ |
|||
Material Data List[ |
|||
Material 1 |
|||
Material 2 |
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] |
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Bone Data List[ |
|||
Bone 1 |
|||
Bone 2 |
|||
] |
|||
Bone Weights List 1[ |
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] |
|||
Bone Weights List 2[ |
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] |
|||
Offsets/Count List[ |
|||
Offset/Count 1 List[ |
|||
] |
|||
Offset/Count 1 List[ |
|||
] |
|||
] |
|||
Mesh Data List[ |
|||
Mesh Data 1 List[ |
|||
Mesh 1 |
|||
Mesh 2 |
|||
] |
|||
Mesh Data 2 List[ |
|||
Mesh 1 |
|||
Mesh 2 |
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] |
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] |
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] |
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] |
|||
There's multiple mesh groups in the mesh section |
|||
Mesh Data List [ # the model's header leads here |
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Mesh Data 1 List [ # offset/count section leads here |
|||
Mesh 1 # mesh info, tristrips, uvs, nrm, vtx |
|||
Mesh 2 |
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etc... |
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] # footer Hex: 00000000 00000010 00000000 00000014 |
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Mesh Data 2 List[ # offset/count section leads here |
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Mesh 1 |
|||
etc... |
|||
] # footer Hex: 00000000 00000010 00000000 00000014 |
|||
Test |
|||
--> |
|||
<nowiki>##</nowiki> Mesh Data |
|||
| Offset | Type | Description | Key | |
|||
|--------|-----------|-----------------------------------------------------------------------------------------------------------------|-----| |
|||
| 0x00 | UInt24 | Count of total rows | | |
|||
| 0x03 | Byte | Size of individual rows (Always 16) | | |
|||
| 0x04 | Bytes[12] | Unknown (Filler/Padding) | | |
|||
| 0x10 | Bytes[13] | Unknown (Always 0x00000000010100010000000000) | | |
|||
| 0x1D | Byte | Prefix of count (0x80) | | |
|||
| 0x1E | Byte | Count of total mesh info rows (sum of the amount of mesh info rows and the amount of triangle strip count rows) | | |
|||
| 0x1F | Byte | Suffix of count (0x6c) | | |
|||
| 0x20 | Bytes[16] | Mesh Info Row 1 | | |
|||
| 0x30 | Bytes[16] | Mesh Info Row 2 | | |
|||
| | List | List of Triangle Strip Count Rows | | |
|||
- **Triangle Strip Count Row** |
|||
The amount of triangle strip rows can be found inside Mesh Info Row 2 <nowiki><br></nowiki> |
|||
_First type is assumed to be either UInt32 or Byte_ |
|||
| Type | Description | |
|||
|-----------|-----------------------------------------| |
|||
| UInt32 | Count of vertices | |
|||
| Bytes[12] | Padding/Unknown | |
|||
_mesh data continued:_ |
|||
| Type | Description | |
|||
|-----------|-----------------------------------------| |
|||
| UInt24 | Count of rows | |
|||
| Byte | Unknown (Always 16) | |
|||
| Bytes[12] | Unknown | |
|||
| List | UV Block | |
|||
| List | Normal Block | |
|||
| List | Vertex Block | |
|||
<nowiki><br></nowiki> |
|||
<nowiki>##</nowiki> UV Block |
|||
| Type | Desc | Key | |
|||
|-----------|----------------------------------------------------------------|-----| |
|||
| Bytes[16] | Header of UV Block (Hex: 00100000 00100000 00000020 50505050) | | |
|||
| Bytes[12] | Unknown | | |
|||
| Byte | Unknown | | |
|||
| Byte | Prefix of UV count (0x80) | | |
|||
| Byte | Count of UVs | | |
|||
| Byte | Suffix of UV count (0x6D) | | |
|||
| List | List of UV values | | |
|||
<nowiki>**</nowiki>UV value** |
|||
| Type | Description | |
|||
|-----------|-----------------------------------------| |
|||
| UInt16 | UV map U (X translation) | |
|||
| UInt16 | UV map V (Y translation) | |
|||
| UInt16 | UV map U distance | |
|||
| UInt16 | UV map V distance | |
|||
<nowiki><br></nowiki> |
|||
<nowiki>##</nowiki> Normal Block |
|||
| Type | Desc | Key | |
|||
|-----------|-------------------------------------------------------------------|-----| |
|||
| Bytes[16] | Header of normal Block (Hex: 00000000 00800000 00000020 40404040) | | |
|||
| Bytes[12] | Unknown | | |
|||
| Byte | Unknown | | |
|||
| Byte | Prefix of Normal Count (0x80) | | |
|||
| Byte | Count of Normals | | |
|||
| Byte | Suffix of Normal count (0x79) | | |
|||
| List | List Normal values | | |
|||
<nowiki>**</nowiki>Normal value:** |
|||
| Type | Description | |
|||
|-----------|-------------------------------| |
|||
| UInt16 | Normal X direction | |
|||
| UInt16 | Normal Y direction | |
|||
| UInt16 | Normal Z direction | |
|||
<nowiki><br></nowiki> |
|||
<nowiki>##</nowiki> Vertex Block |
|||
| Type | Desc | Key | |
|||
|-----------|-------------------------------------------------------------------|-----| |
|||
| Bytes[16] | Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) | | |
|||
| Bytes[12] | Unknown | | |
|||
| Byte | Unknown | | |
|||
| Byte | Prefix of Vertex count (0x80) | | |
|||
| Byte | Count of Vertices | | |
|||
| Byte | Suffix of Vertex count (0x78) | | |
|||
public struct MPFModelHeader |
|||
| List | List Vertex values | | |
|||
{ |
|||
//Main Header |
|||
public string FileName; |
|||
public int DataOffset; |
|||
public int EntrySize; |
|||
public int BoneDataOffset; |
|||
public int IKPointOffset; |
|||
public int MeshGroupOffset; |
|||
public int MeshDataOffset; |
|||
public int MaterialOffset; |
|||
public int NumberListOffset; |
|||
public int BoneWeightOffet; |
|||
//Counts |
|||
<nowiki>**</nowiki>Vertex value:** |
|||
public int BoneWeightCount; |
|||
public int NumberListCount; |
|||
public int MeshGroupCount; |
|||
public int BoneDataCount; |
|||
public int MaterialCount; |
|||
public int IKCount; |
|||
public int MorphKeyCount; |
|||
public int FileID; |
|||
public List<MaterialData> materialDatas; |
|||
| Type | Description | |
|||
public List<BoneData> boneDatas; |
|||
public List<Vector3> iKPoints; |
|||
public List<GroupMainHeader> MeshGroups; |
|||
public List<BoneWeightHeader> boneWeightHeader; |
|||
public List<WeightRefList> numberListRefs; |
|||
} |
|||
public struct WeightRefList |
|||
|-----------|-------------------------------| |
|||
{ |
|||
public int SubCount; |
|||
public int Offset; |
|||
public List<int> WeightIDs; |
|||
| Float32 | Location X | |
|||
} |
|||
public struct MaterialData |
|||
| Float32 | Location Y | |
|||
{ |
|||
public string MainTexture; |
|||
public string Texture1; |
|||
public string Texture2; |
|||
public string Texture3; |
|||
public string Texture4; |
|||
public float FactorFloat; |
|||
| Float32 | Location Z | |
|||
public float Unused1Float; |
|||
public float Unused2Float; |
|||
} |
|||
public struct BoneData |
|||
<nowiki>##</nowiki> Shadow Vertex Block |
|||
{ |
|||
public string BoneName; |
|||
public int ParentFileID; |
|||
public int ParentBone; |
|||
public int Unknown2; |
|||
public int BoneID; |
|||
public Vector3 Position; |
|||
| Type | Desc | Key | |
|||
public Vector3 Radians; |
|||
public float XRadian2; |
|||
|-----------|-------------------------------------------------------------------|-----| |
|||
public float YRadian2; |
|||
public float ZRadian2; |
|||
public float UnknownFloat1; |
|||
| Bytes[16] | Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) | | |
|||
public float UnknownFloat2; |
|||
public float UnknownFloat3; |
|||
public float UnknownFloat4; |
|||
public float UnknownFloat5; |
|||
public float UnknownFloat6; |
|||
public int FileID; |
|||
| Bytes[12] | Unknown | | |
|||
public int BonePos; |
|||
} |
|||
| Byte | Unknown | | |
|||
public struct GroupMainHeader |
|||
| Byte | Prefix of Vertex count (0x80) | | |
|||
{ |
|||
public int GroupType; //1 Standard, 17 Shadow, 256 Morph |
|||
public int MaterialID; |
|||
public int Unknown; |
|||
public int LinkCount; |
|||
public int LinkOffset; |
|||
public List<WeightRefGroup> meshGroupSubs; |
|||
| Byte | Count of Vertices | | |
|||
} |
|||
public struct WeightRefGroup |
|||
| Byte | Suffix of Vertex count (0x6C) | | |
|||
{ |
|||
public List<int> weights; |
|||
public int LinkOffset; |
|||
| List | List Vertex values | | |
|||
public int LinkCount; |
|||
public List<MeshMorphHeader> MeshGroupHeaders; |
|||
<nowiki>**</nowiki>Vertex value:** |
|||
} |
|||
public struct MeshMorphHeader |
|||
| Type | Description | |
|||
{ |
|||
public int ModelOffset; |
|||
public int MorphKeyOffset; //Morph Target Offset |
|||
public int MorphKeyEntrySize; //Morph Target Entry Size |
|||
public int WeightRefGroup; |
|||
public List<MeshChunk> staticMesh; |
|||
|-----------|-------------------------------| |
|||
public List<MorphKey> MorphKeyList; |
|||
} |
|||
public struct MorphKey |
|||
| Float32 | Location X | |
|||
{ |
|||
public int MorphPointDataCount; |
|||
public List<Vector3> morphData; |
|||
| Float32 | Location Y | |
|||
} |
|||
public struct BoneWeightHeader |
|||
| Float32 | Location Z | |
|||
{ |
|||
public int Length; |
|||
public int WeightListOffset; |
|||
public int unknown; //Always 36 |
|||
public List<BoneWeight> boneWeights; |
|||
| UInt32 | Unknown | |
|||
} |
|||
public struct BoneWeight |
|||
<nowiki><br></nowiki> |
|||
{ |
|||
public int Weight; |
|||
public int BoneID; |
|||
public int FileID; |
|||
} |
|||
public struct MeshChunk |
|||
<nowiki>***</nowiki> |
|||
{ |
|||
public int StripCount; |
|||
public int Unknown1; |
|||
public int Unknown2; |
|||
public int VertexCount; |
|||
public List<int> Strips; |
|||
public List<Vector4> uv; |
|||
<nowiki><br></nowiki> |
|||
public List<Vector3> vertices; |
|||
public List<int> Weights; |
|||
public List<Face> faces; |
|||
public List<Vector3> uvNormals; |
|||
public List<MorphKey> MorphKeys; |
|||
} |
|||
<nowiki>**</nowiki>End of MPF Structure** |
|||
</syntaxhighlight> |
|||
<nowiki><br></nowiki> |
Latest revision as of 02:54, 5 March 2023
Overview
An MPF file contains model names, bones, UV maps, normals, vertices and other model data.
Here is the structure made in programming languages for easy code implementation:
- SSX Tricky MPF C# handler by GlitcherOG
- [SSX Tricky mpf GO struct by Erick](https://github.com/Erickson400/TheTrickyModels/blob/main/mpf/MpfStructure.go)
Structure
File Header
Section 0 - Bytes[12]
Type | Description |
---|---|
Byte[4] | Version ID (Version 8) |
UInt16 | Model Header Count |
UInt16 | Offset To Model Headers |
UInt32 | Offset To Model Data List Start |
Model Header
All Offsets Within the file are relative to the start of the Model Data
Type | Description |
---|---|
Bytes[16] | Name of Model (ASCII string with a max length of 16 bytes) |
UInt32 | Offset to Model Data which is relative to Model Data List Start Offset |
UInt32 | Size of model in bytes |
UInt32 | Offset of **Bone Data List** |
UInt32 | Offset of **IK Point List** |
UInt32 | Offset of **Mesh Group Offset** |
UInt32 | Offset of **Mesh Data** |
UInt32 | Offset Of **Material Data** |
UInt32 | Offset of Weight List Reference |
UInt32 | Offset of Bone Weights |
Byte[8] | Unused/Filler |
UInt16 | Num of Bone Weights |
UInt16 | Num of Weight List Refrence |
UInt16 | Num Of Mesh Groups |
UInt16 | Num Of Bone Data |
UInt16 | Num Of Materials |
UInt16 | Num Of IK Points |
UInt16 | Num Of Morph Keys |
UInt16 | Internal File ID. This is used in conjunction with weights so that it can access bones within another file |
Byte[4] | Filler/Padding |
Model Data
All Offsets Unless Stated Otherwise are relative to the start of each model data
Material Data
Unused Slots use 0x00202020 as a place holder
Type | Description |
---|---|
Bytes[4] | Name of Main Texture map/file |
Bytes[4] | Name/Type of Texture (Unused In PS2) |
Bytes[4] | Name/Type of Texture (Unused In PS2) |
Bytes[4] | Name/Type of Texture (Used To Tell Game If Material Has Gloss **_g) |
Bytes[4] | Name/Type of Texture (Used To Tell Game If The Object uses Environment Reflection envr) |
Float32 | Flag Factor |
Float32 | Unknown float value |
Float32 | Unknown float value |
Bone Data
Location and Rotation are relative to parent
Type | Description |
---|---|
Bytes[16] | Name of Bone (ASCII string with a maximum length of 16 bytes) |
UInt16 | Internal File ID of Parent Bone(First bone always has 0xFFFF) |
UInt16 | ID of Parent Bone (First bone always has 0xFFFF) |
UInt16 | Bone ID (?) |
UInt16 | Unknown |
Vector 3 (3 Float32s) | XYZ Position Of the Bone |
Vector 3 (3 Float32s) | XYZ Radian Rotation of the bone |
Vector 3 (3 Float32s) | XYZ Radian 2 |
6 Float32s | 6 Floats either being -1 or 1 |
IK Points
Type | Description |
---|---|
Vector 3 (3 Float32s) | Location XYZ |
UInt32 | Unknown (Filler) |
Group Main
Group Main Header
Type | Description |
---|---|
UInt32 | Group Type (1 Standard, 17 Shadow, 256 Morph) |
UInt32 | Material ID |
UInt32 | Unknown (Always -1) |
UInt32 | Weight Reference Group Offset |
UInt32 | Weight Reference Group Count |
Weight Reference Group
Type | Description |
---|---|
UInt32 | Mesh Group Offset |
UInt32 | Mesh Group Count |
Mesh/Morph Data Group
Each one of these in order references a Weight Reference and all points within it will use that weight reference
Type | Description |
---|---|
UInt32 | Model Offset |
UInt32 | Morph Target Offset Relative to Model Offset |
UInt32 | Morph Target Entry Size |
Bone Weight
Bone Weight Header
Type | Description |
---|---|
UInt32 | Length of array/list |
UInt32 | Offset to Bone weight list |
UInt32 | Unknown (Always 36) |
Bone Weight
Type | Description |
---|---|
UInt16 | Bone weight (0 to 100) |
UInt8 | Bone ID |
UInt8 | Bone Internal File ID |
Weight List Ref
Type | Description |
---|---|
UInt32 | Weight Reference Count |
UInt32 | Weight Reference Offset |
Int32 List | WeightIDs |
Mesh Data
The mesh data within the mpf can be very complex and is chunked meaning there can be multiple data chunks within a Mesh/Morph Data Group
Depending on the group type (Located in the mesh group) can effect what information is in here.
- If Group Type is Standard there will be UV/Weight Block, Normal Block and, Vertex Block.
- If Group Type is Shadow There will be Shadow Vertex Block
- If Group Type is Morph the data will be the same as standard however there will be no data chunking
Bytes[48] Unimportant Data for Exporting
Type | Description |
---|---|
UInt32 | Strip Count |
UInt32 | Starting Weight Ref ID (Generally Always 14) |
UInt32 | Unknown2 (If group type is shadow this will be 0) |
UInt32 | Vertex Count |
Tristrip Data
Type | Description |
---|---|
UInt32 | Count of vertices |
Bytes[12] | Padding |
UV/Weight Block
Type | Description |
---|---|
Bytes[16] | Header of UV Block (Hex: 00100000 00100000 00000020 50505050) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of UVs |
Byte | Suffix of UV count (0x6D) |
List of UV value | List Of UV/Weights Values |
UV value
Type | Description |
---|---|
UInt16 | UV map U (X translation) (In order to get the float value you do Number / 4096) |
UInt16 | UV map V (Y translation) (In order to get the float value you do Number / 4096) |
UInt16 | Bone Weight Ref ID (In order to get ID you do (Number - 14)/4) |
Uint16 | Bone Weight Ref ID (In order to get ID you do (???)) |
Normal Block
Type | Description |
---|---|
Bytes[16] | Header of normal Block (Hex: 00000000 00800000 00000020 40404040) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of Normals |
Byte | Suffix of Normal count (??) |
List of Vector 3 (3 Int16s) | List of normals (In order to get the float value you do Number / 4096(???)) |
Vertex Block
Type | Description |
---|---|
Bytes[16] | Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of Vertices |
Byte | Suffix of Vertex count (0x78) |
List of Vector 3 (3 Float32) | List Of Vertex values |
Shadow Vertex Block
Type | Description |
---|---|
Bytes[16] | Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of Vertices |
Byte | Suffix of Vertex count (??) |
List of Shadow Vertex | List Of Shadow Vertex values |
Shadow Vertex value
Type | Description |
---|---|
Vector 3 (3 Float32) | Location XYZ |
Uint16 | Bone Weight Ref ID (In order to get ID you do (Number - 14)/4) |
public int U1;
public int HeaderCount;
public int HeaderOffset;
public int FileStart;
public List<MPFModelHeader> ModelList = new List<MPFModelHeader>();
public struct MPFModelHeader
{
//Main Header
public string FileName;
public int DataOffset;
public int EntrySize;
public int BoneDataOffset;
public int IKPointOffset;
public int MeshGroupOffset;
public int MeshDataOffset;
public int MaterialOffset;
public int NumberListOffset;
public int BoneWeightOffet;
//Counts
public int BoneWeightCount;
public int NumberListCount;
public int MeshGroupCount;
public int BoneDataCount;
public int MaterialCount;
public int IKCount;
public int MorphKeyCount;
public int FileID;
public List<MaterialData> materialDatas;
public List<BoneData> boneDatas;
public List<Vector3> iKPoints;
public List<GroupMainHeader> MeshGroups;
public List<BoneWeightHeader> boneWeightHeader;
public List<WeightRefList> numberListRefs;
}
public struct WeightRefList
{
public int SubCount;
public int Offset;
public List<int> WeightIDs;
}
public struct MaterialData
{
public string MainTexture;
public string Texture1;
public string Texture2;
public string Texture3;
public string Texture4;
public float FactorFloat;
public float Unused1Float;
public float Unused2Float;
}
public struct BoneData
{
public string BoneName;
public int ParentFileID;
public int ParentBone;
public int Unknown2;
public int BoneID;
public Vector3 Position;
public Vector3 Radians;
public float XRadian2;
public float YRadian2;
public float ZRadian2;
public float UnknownFloat1;
public float UnknownFloat2;
public float UnknownFloat3;
public float UnknownFloat4;
public float UnknownFloat5;
public float UnknownFloat6;
public int FileID;
public int BonePos;
}
public struct GroupMainHeader
{
public int GroupType; //1 Standard, 17 Shadow, 256 Morph
public int MaterialID;
public int Unknown;
public int LinkCount;
public int LinkOffset;
public List<WeightRefGroup> meshGroupSubs;
}
public struct WeightRefGroup
{
public List<int> weights;
public int LinkOffset;
public int LinkCount;
public List<MeshMorphHeader> MeshGroupHeaders;
}
public struct MeshMorphHeader
{
public int ModelOffset;
public int MorphKeyOffset; //Morph Target Offset
public int MorphKeyEntrySize; //Morph Target Entry Size
public int WeightRefGroup;
public List<MeshChunk> staticMesh;
public List<MorphKey> MorphKeyList;
}
public struct MorphKey
{
public int MorphPointDataCount;
public List<Vector3> morphData;
}
public struct BoneWeightHeader
{
public int Length;
public int WeightListOffset;
public int unknown; //Always 36
public List<BoneWeight> boneWeights;
}
public struct BoneWeight
{
public int Weight;
public int BoneID;
public int FileID;
}
public struct MeshChunk
{
public int StripCount;
public int Unknown1;
public int Unknown2;
public int VertexCount;
public List<int> Strips;
public List<Vector4> uv;
public List<Vector3> vertices;
public List<int> Weights;
public List<Face> faces;
public List<Vector3> uvNormals;
public List<MorphKey> MorphKeys;
}