GlitcherOG (talk | contribs) No edit summary |
GlitcherOG (talk | contribs) No edit summary |
||
Line 47: | Line 47: | ||
uint32 MeshDataOffset |
uint32 MeshDataOffset |
||
}; |
}; |
||
</syntaxhighlight> |
|||
=== Patch Data === |
|||
<syntaxhighlight lang="c++"> |
|||
public struct Patch |
|||
{ |
|||
Vector4 LightMapPoint; |
|||
Vector4 UVPoint1; |
|||
Vector4 UVPoint2; |
|||
Vector4 UVPoint3; |
|||
Vector4 UVPoint4; |
|||
Vector4 R4C4; |
|||
Vector4 R4C3; |
|||
Vector4 R4C2; |
|||
Vector4 R4C1; |
|||
Vector4 R3C4; |
|||
Vector4 R3C3; |
|||
Vector4 R3C2; |
|||
Vector4 R3C1; |
|||
Vector4 R2C4; |
|||
Vector4 R2C3; |
|||
Vector4 R2C2; |
|||
Vector4 R2C1; |
|||
Vector4 R1C4; |
|||
Vector4 R1C3; |
|||
Vector4 R1C2; |
|||
Vector4 R1C1; |
|||
Vector3 LowestXYZ; |
|||
Vector3 HighestXYZ; |
|||
Vector4 Point1; |
|||
Vector4 Point2; |
|||
Vector4 Point3; |
|||
Vector4 Point4; |
|||
uint32 PatchStyle; |
|||
uint32 Unknown1; |
|||
uint16 TextureAssigment; |
|||
uint16 LightmapID; |
|||
uint32 Unknown2; |
|||
uint32 Unknown3; |
|||
uint32 Unknown4; |
|||
} |
|||
</syntaxhighlight> |
|||
=== Spline And Spline Segment Data === |
|||
<syntaxhighlight lang="c++" line="1"> |
|||
public struct Spline |
|||
{ |
|||
Vector3 LowestXYZ; |
|||
Vector3 HighestXYZ; |
|||
uint32 Unknown1; |
|||
uint32 SplineSegmentCount; |
|||
uint32 SplineSegmentPosition; |
|||
uint32 Unknown2; |
|||
} |
|||
public struct SplinesSegments |
|||
{ |
|||
Vector4 Point4; |
|||
Vector4 Point3; |
|||
Vector4 Point2; |
|||
Vector4 ControlPoint; |
|||
Vector4 ScalingPoint; //Not really sure about that |
|||
uint32 PreviousSegment; |
|||
uint32 NextSegment; |
|||
uint32 SplineParent; |
|||
Vector3 LowestXYZ; |
|||
Vector3 HighestXYZ; |
|||
float SegmentDisatnce; |
|||
float PreviousSegmentsDistance; |
|||
uint32 Unknown1; |
|||
} |
|||
</syntaxhighlight> |
</syntaxhighlight> |
Revision as of 23:07, 24 October 2022
PBD Header
enum class eDataFormatType : byte {
GenericFormat,
Ps2Format,
XboxFormat,
NgcFormat
};
struct tPbdHeader {
byte version[3];
eDataFormatType format;
uint32 NumPlayerStarts;
uint32 NumPatches;
uint32 NumInstances;
uint32 NumParticleInstances;
uint32 NumMaterials;
uint32 NumMaterialBlocks;
uint32 NumLights;
uint32 NumSplines;
uint32 NumSplineSegments;
uint32 NumTextureFlips;
uint32 NumModels;
uint32 NumParticleModels;
uint32 NumTextures;
uint32 NumCameras;
uint32 LightMapSize;
uint32 PlayerStartOffset;
uint32 PatchOffset;
uint32 InstanceOffset;
uint32 ParticleInstancesOffset;
uint32 MaterialOffset;
uint32 MaterialBlocksOffset;
uint32 LightsOffset;
uint32 SplineOffset;
uint32 SplineSegmentOffset;
uint32 TextureFlipOffset;
uint32 ModelPointerOffset;
uint32 ModelsOffset;
uint32 ParticleModelPointerOffset;
uint32 ParticleModelsOffset;
uint32 CameraPointerOffset;
uint32 CamerasOffset;
uint32 HashOffset;
uint32 MeshDataOffset
};
Patch Data
public struct Patch
{
Vector4 LightMapPoint;
Vector4 UVPoint1;
Vector4 UVPoint2;
Vector4 UVPoint3;
Vector4 UVPoint4;
Vector4 R4C4;
Vector4 R4C3;
Vector4 R4C2;
Vector4 R4C1;
Vector4 R3C4;
Vector4 R3C3;
Vector4 R3C2;
Vector4 R3C1;
Vector4 R2C4;
Vector4 R2C3;
Vector4 R2C2;
Vector4 R2C1;
Vector4 R1C4;
Vector4 R1C3;
Vector4 R1C2;
Vector4 R1C1;
Vector3 LowestXYZ;
Vector3 HighestXYZ;
Vector4 Point1;
Vector4 Point2;
Vector4 Point3;
Vector4 Point4;
uint32 PatchStyle;
uint32 Unknown1;
uint16 TextureAssigment;
uint16 LightmapID;
uint32 Unknown2;
uint32 Unknown3;
uint32 Unknown4;
}
Spline And Spline Segment Data
public struct Spline
{
Vector3 LowestXYZ;
Vector3 HighestXYZ;
uint32 Unknown1;
uint32 SplineSegmentCount;
uint32 SplineSegmentPosition;
uint32 Unknown2;
}
public struct SplinesSegments
{
Vector4 Point4;
Vector4 Point3;
Vector4 Point2;
Vector4 ControlPoint;
Vector4 ScalingPoint; //Not really sure about that
uint32 PreviousSegment;
uint32 NextSegment;
uint32 SplineParent;
Vector3 LowestXYZ;
Vector3 HighestXYZ;
float SegmentDisatnce;
float PreviousSegmentsDistance;
uint32 Unknown1;
}